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https://github.com/libretro/RetroArch
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Remove some useless shaders
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2
config.h
2
config.h
@ -64,7 +64,7 @@ static const bool vsync = true;
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static const bool video_smooth = true;
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// Path to custom Cg shader. If using custom shaders, it is recommended to disable video_smooth.
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static const char *cg_shader_path = "hqflt/hq2x.cg";
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static const char *cg_shader_path = "hqflt/cg/hq2x.cg";
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// On resize and fullscreen, rendering area will stay 4:3
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static const bool force_aspect = true;
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@ -1,15 +0,0 @@
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struct output
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{
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float4 color : COLOR;
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};
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output main(uniform sampler2D rubyTexture : TEXUNIT0, float2 texCoord : TEXCOORD0)
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{
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float4 rgb = tex2D(rubyTexture, texCoord);
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float4 intens = smoothstep(0.2,0.8,rgb) + normalize(float4(rgb.xyz, 1.0));
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if(fract(texCoord.y * 0.5) > 0.5) intens = rgb * 0.8;
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output OUT;
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OUT.color = intens;
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return OUT;
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}
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@ -1,37 +0,0 @@
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struct output
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{
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float4 color : COLOR;
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};
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output main(uniform sampler2D rubyTexture : TEXUNIT0, float2 gl_TexCoord : TEXCOORD0) {
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float2 rubyTextureSize = float2(256.0, 224.0);
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float2 texelSize = 1.0 / rubyTextureSize;
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float2 range;
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range.x = dFdx(gl_TexCoord.x) / 2.0 * 0.99;
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range.y = dFdy(gl_TexCoord.y) / 2.0 * 0.99;
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float left = gl_TexCoord.x - range.x;
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float top = gl_TexCoord.y + range.y;
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float right = gl_TexCoord.x + range.x;
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float bottom = gl_TexCoord.y - range.y;
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float4 topLeftColor = tex2D(rubyTexture, (floor(float2(left, top) / texelSize) + 0.5) * texelSize);
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float4 bottomRightColor = tex2D(rubyTexture, (floor(float2(right, bottom) / texelSize) + 0.5) * texelSize);
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float4 bottomLeftColor = tex2D(rubyTexture, (floor(float2(left, bottom) / texelSize) + 0.5) * texelSize);
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float4 topRightColor = tex2D(rubyTexture, (floor(float2(right, top) / texelSize) + 0.5) * texelSize);
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float2 border = clamp(round(gl_TexCoord / texelSize) * texelSize, float2(left, bottom), float2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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float4 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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output OUT;
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OUT.color = averageColor;
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return OUT;
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}
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