mirror of
https://github.com/holub/mame
synced 2025-05-01 20:27:02 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
39 lines
1.2 KiB
Scala
39 lines
1.2 KiB
Scala
$input v_texcoord0
|
|
|
|
/*
|
|
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
|
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
|
*/
|
|
|
|
#include "common.sh"
|
|
|
|
SAMPLER2D(s_texColor, 0);
|
|
|
|
void main()
|
|
{
|
|
float delta = 0.0001;
|
|
|
|
vec3 rgb0 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) );
|
|
vec3 rgb1 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) );
|
|
vec3 rgb2 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) );
|
|
vec3 rgb3 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) );
|
|
vec3 rgb4 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) );
|
|
vec3 rgb5 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) );
|
|
vec3 rgb6 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) );
|
|
vec3 rgb7 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) );
|
|
vec3 rgb8 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) );
|
|
float avg = luma(rgb0).x
|
|
+ luma(rgb1).x
|
|
+ luma(rgb2).x
|
|
+ luma(rgb3).x
|
|
+ luma(rgb4).x
|
|
+ luma(rgb5).x
|
|
+ luma(rgb6).x
|
|
+ luma(rgb7).x
|
|
+ luma(rgb8).x
|
|
;
|
|
avg *= 1.0/9.0;
|
|
|
|
gl_FragColor = encodeRE8(avg);
|
|
}
|