mirror of
https://github.com/azahar-emu/azahar.git
synced 2026-06-07 11:13:40 -04:00
temp
This commit is contained in:
parent
479b078394
commit
e3a0b19ead
4 changed files with 19 additions and 12 deletions
|
|
@ -21,9 +21,9 @@ vec3 LinearTosRGB(vec3 c) {
|
|||
|
||||
void main() {
|
||||
vec4 pixel = texture(color_texture, frag_tex_coord);
|
||||
if (convert_colors == 1){
|
||||
if (convert_colors == 2){
|
||||
pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a);
|
||||
} else if (convert_colors == 2){
|
||||
} else if (convert_colors == 1){
|
||||
pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a);
|
||||
}
|
||||
color = pixel;
|
||||
|
|
|
|||
|
|
@ -21,9 +21,9 @@ vec3 LinearTosRGB(vec3 c) {
|
|||
|
||||
void main() {
|
||||
vec4 pixel = texture(color_texture, frag_tex_coord);
|
||||
if (convert_colors == 1){
|
||||
if (convert_colors == 2){
|
||||
pixel = vec4(LinearTosRGB(pixel.rgb), pixel.a);
|
||||
} else if (convert_colors == 2){
|
||||
} else if (convert_colors == 1){
|
||||
pixel = vec4(sRGBToLinear(pixel.rgb), pixel.a);
|
||||
}
|
||||
color = pixel;
|
||||
|
|
|
|||
|
|
@ -611,17 +611,24 @@ void RendererOpenGL::DrawSingleScreen(const ScreenInfo& screen_info, float scree
|
|||
state.texture_units[0].sampler = sampler;
|
||||
state.Apply();
|
||||
|
||||
|
||||
/*
|
||||
TODO:
|
||||
Implement Two Pass Gamma Corrected Linear Filtering
|
||||
Create A Shader for initial rotation that'll be used for everything
|
||||
Implement Gamma Corrected Linear Filtering
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
|
||||
Then do:
|
||||
initial rotation shader -> opengl_present shader (and all the variants)
|
||||
Implement FXAA:
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 0
|
||||
use FXAA shader with pass_through_vertices
|
||||
use Simple Present Shader with pass_through_vertices and convert colors set to 1
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
|
||||
simple present is used for internal textures. It uses ndc coordinates directly
|
||||
present is used for final mapping to screen. It uses screen coordinates, and transforms it accordingly
|
||||
Implement SMAA:
|
||||
use Simple Present Shader with landscape_rotation_vertices and convert_colors set to 1
|
||||
use SMAA pass 1 with pass_through_vertices
|
||||
use SMAA pass 2 with pass_through_vertices
|
||||
use SMAA pass 3 with pass_through_vertices
|
||||
use Regular Present Shader with output_vertices and convert_colors set to 2
|
||||
*/
|
||||
|
||||
GLuint old_read_fb = state.draw.read_framebuffer;
|
||||
|
|
|
|||
|
|
@ -102,7 +102,7 @@ private:
|
|||
GLuint uniform_color_texture;
|
||||
GLuint uniform_color_texture_r;
|
||||
|
||||
// Shader Uniform for converting colors. 0 is no conversion, 1 is Linear -> sRGB, 2 is sRGB -> linear
|
||||
// Shader Uniform for converting colors. 0 is no conversion, 1 is sRGB -> linear, 2 is Linear -> sRGB
|
||||
GLuint uniform_convert_colors;
|
||||
|
||||
// Shader uniform for Dolphin compatibility
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue