n64-emu/third_party/parallel-rdp-standalone/parallel-rdp/shaders/vi_deinterlace.vert
2023-08-06 14:03:29 +09:00

41 lines
1.5 KiB
GLSL

#version 450
/* Copyright (c) 2020 Themaister
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
layout(location = 0) out vec2 vUV;
layout(push_constant) uniform UBO
{
float y_offset;
} registers;
void main()
{
if (gl_VertexIndex == 0)
gl_Position = vec4(-1.0, -1.0, 0.0, 1.0);
else if (gl_VertexIndex == 1)
gl_Position = vec4(-1.0, +3.0, 0.0, 1.0);
else
gl_Position = vec4(+3.0, -1.0, 0.0, 1.0);
vUV = vec2(gl_Position.x * 0.5 + 0.5, gl_Position.y * 0.5 + 0.5 + registers.y_offset);
}