mirror of
https://github.com/holub/mame
synced 2025-05-07 14:54:35 +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
34 lines
1.4 KiB
Scala
34 lines
1.4 KiB
Scala
$input v_texcoord0
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/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.sh"
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SAMPLER2D(s_texColor, 0);
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void main()
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{
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float sum;
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sum = decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 0].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 1].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 2].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 3].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 4].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 5].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 6].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 7].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 8].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[ 9].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[10].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[11].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[12].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[13].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[14].xy) );
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sum += decodeRE8(texture2D(s_texColor, v_texcoord0+u_offset[15].xy) );
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float avg = sum/16.0;
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gl_FragColor = encodeRE8(avg);
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}
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