Merge branch 'master' into timing
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commit
2f1e21dc2d
7
Makefile
7
Makefile
@ -235,12 +235,9 @@ $(OBJ)/%.res: %.rc
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%.o: %.res
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%.o: %.res
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cvtres /OUT:"$@" $^
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cvtres /OUT:"$@" $^
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# We must provide SDL2.dll with the Windows port. This is an AWFUL HACK to find it.
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# We must provide SDL2.dll with the Windows port.
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SPACE :=
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SPACE +=
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$(BIN)/SDL/SDL2.dll:
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$(BIN)/SDL/SDL2.dll:
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@$(eval POTENTIAL_MATCHES := $(subst @@@," ",$(patsubst %,%/SDL2.dll,$(subst ;,$(SPACE),$(subst $(SPACE),@@@,$(lib))))))
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@$(eval MATCH := $(shell where $$LIB:SDL2.dll))
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@$(eval MATCH := $(shell ls $(POTENTIAL_MATCHES) 2> NUL | head -n 1))
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cp "$(MATCH)" $@
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cp "$(MATCH)" $@
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# Tester
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# Tester
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@ -8,10 +8,10 @@ vec4 omniScale(sampler2D image, vec2 texCoord)
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{
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{
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
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vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
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vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
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vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
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vec2 pos = fract(pixel);
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vec2 pos = fract(pixel);
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@ -4,10 +4,10 @@ vec4 scale(sampler2D image)
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
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vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
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vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
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vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
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vec4 r1 = mix(q11, q21, fract(pixel.x));
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vec4 r1 = mix(q11, q21, fract(pixel.x));
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vec4 r2 = mix(q12, q22, fract(pixel.x));
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vec4 r2 = mix(q12, q22, fract(pixel.x));
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@ -10,10 +10,10 @@ vec4 scale(sampler2D image)
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, (pixel ) / textureDimensions);
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vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
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vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions);
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vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
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vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions);
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vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
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vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions);
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vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
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vec2 pos = fract(pixel);
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vec2 pos = fract(pixel);
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@ -4,15 +4,15 @@ vec4 scale(sampler2D image)
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
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vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
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vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
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vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y));
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vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
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vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y));
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vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
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vec2 s = smoothstep(0., 1., fract(pixel));
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vec2 s = smoothstep(0., 1., fract(pixel));
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vec4 r1 = mix(q11, q21, fract(s.x));
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vec4 r1 = mix(q11, q21, s.x);
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vec4 r2 = mix(q12, q22, fract(s.x));
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vec4 r2 = mix(q12, q22, s.x);
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return mix (r1, r2, fract(s.y));
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return mix (r1, r2, s.y);
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}
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}
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