Squashed 'external/parallel-rdp/parallel-rdp-standalone/' content from commit 3f59f61f2c
git-subtree-dir: external/parallel-rdp/parallel-rdp-standalone git-subtree-split: 3f59f61f2c1c56424356003041df5e4a10612049
This commit is contained in:
41
parallel-rdp/shaders/vi_deinterlace.vert
Normal file
41
parallel-rdp/shaders/vi_deinterlace.vert
Normal file
@@ -0,0 +1,41 @@
|
||||
#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);
|
||||
}
|
||||
Reference in New Issue
Block a user