Merge pull request #341 from nfp0/handheld-border-lcd-shaders-scaling-parameter

Restricted shader processing to the game screen area, fixing blurry cutoff point
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hizzlekizzle 2022-12-19 16:33:58 -06:00 committed by GitHub
commit 1879db0e5d
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 86 additions and 72 deletions

View file

@ -94,6 +94,8 @@ float intsmear(float x, float dx, float d, float coeffs[7])
} }
void main() void main()
{
if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
{ {
vec2 texelSize = global.SourceSize.zw; vec2 texelSize = global.SourceSize.zw;
/* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */ /* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */
@ -138,3 +140,8 @@ void main()
FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0); FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0);
} }
else
{
FragColor = vec4(0.0);
}
}

View file

@ -56,6 +56,8 @@ float intsmear(float x, float dx)
} }
void main() void main()
{
if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
{ {
vec2 texelSize = global.SourceSize.zw; vec2 texelSize = global.SourceSize.zw;
vec2 subtexelSize = texelSize / vec2(3.0,1.0); vec2 subtexelSize = texelSize / vec2(3.0,1.0);
@ -95,3 +97,8 @@ void main()
FragColor = pow(averageColor,vec4(1.0/global.gamma)); FragColor = pow(averageColor,vec4(1.0/global.gamma));
} }
else
{
FragColor = vec4(0.0);
}
}