aboutsummaryrefslogtreecommitdiff
path: root/system/shaders
diff options
context:
space:
mode:
authorfritsch <Peter.Fruehberger@gmail.com>2020-07-18 14:24:51 +0200
committerfritsch <Peter.Fruehberger@gmail.com>2020-07-18 14:51:26 +0200
commit3b13f21015829596d5de9d84317b71e9f730d261 (patch)
treeeabc75ef8c23ecd9494dcba648c94bec54bfcc4d /system/shaders
parent7b97a46f39897c62cc211b306e755e1ac43b925d (diff)
GL-Shaders: Remove nvidia special handling
Diffstat (limited to 'system/shaders')
-rw-r--r--system/shaders/GL/1.2/gl_convolution-4x4.glsl18
-rw-r--r--system/shaders/GL/1.2/gl_convolution-6x6.glsl24
-rw-r--r--system/shaders/GL/1.5/gl_convolution-4x4.glsl18
-rw-r--r--system/shaders/GL/1.5/gl_convolution-6x6.glsl24
4 files changed, 26 insertions, 58 deletions
diff --git a/system/shaders/GL/1.2/gl_convolution-4x4.glsl b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
index 32d955d8fb..8c974239f6 100644
--- a/system/shaders/GL/1.2/gl_convolution-4x4.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-4x4.glsl
@@ -25,15 +25,7 @@ uniform float m_alpha;
varying vec2 m_cord;
uniform sampler1D kernelTex;
-//nvidia's half is a 16 bit float and can bring some speed improvements
-//without affecting quality
-#ifndef __GLSL_CG_DATA_TYPES
- #define half float
- #define half3 vec3
- #define half4 vec4
-#endif
-
-half4 weight(float pos)
+vec4 weight(float pos)
{
#if defined(HAS_FLOAT_TEXTURE)
return texture1D(kernelTex, pos);
@@ -55,12 +47,12 @@ vec2 stretch(vec2 pos)
#endif
}
-half3 pixel(float xpos, float ypos)
+vec3 pixel(float xpos, float ypos)
{
return texture2D(img, vec2(xpos, ypos)).rgb;
}
-half3 line (float ypos, vec4 xpos, half4 linetaps)
+vec3 line (float ypos, vec4 xpos, vec4 linetaps)
{
return
pixel(xpos.r, ypos) * linetaps.r +
@@ -75,8 +67,8 @@ vec4 process()
vec2 pos = stretch(m_cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
- half4 linetaps = weight(1.0 - f.x);
- half4 columntaps = weight(1.0 - f.y);
+ vec4 linetaps = weight(1.0 - f.x);
+ vec4 columntaps = weight(1.0 - f.y);
//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
diff --git a/system/shaders/GL/1.2/gl_convolution-6x6.glsl b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
index 01328a0c11..26c9f49e26 100644
--- a/system/shaders/GL/1.2/gl_convolution-6x6.glsl
+++ b/system/shaders/GL/1.2/gl_convolution-6x6.glsl
@@ -25,15 +25,7 @@ uniform float m_alpha;
varying vec2 m_cord;
uniform sampler1D kernelTex;
-//nvidia's half is a 16 bit float and can bring some speed improvements
-//without affecting quality
-#ifndef __GLSL_CG_DATA_TYPES
- #define half float
- #define half3 vec3
- #define half4 vec4
-#endif
-
-half3 weight(float pos)
+vec3 weight(float pos)
{
#if defined(HAS_FLOAT_TEXTURE)
return texture1D(kernelTex, pos).rgb;
@@ -55,12 +47,12 @@ vec2 stretch(vec2 pos)
#endif
}
-half3 pixel(float xpos, float ypos)
+vec3 pixel(float xpos, float ypos)
{
return texture2D(img, vec2(xpos, ypos)).rgb;
}
-half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2)
+vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2)
{
return
pixel(xpos1.r, ypos) * linetaps1.r +
@@ -77,13 +69,13 @@ vec4 process()
vec2 pos = stretch(m_cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
- half3 linetaps1 = weight((1.0 - f.x) / 2.0);
- half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
- half3 columntaps1 = weight((1.0 - f.y) / 2.0);
- half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
+ vec3 linetaps1 = weight((1.0 - f.x) / 2.0);
+ vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
+ vec3 columntaps1 = weight((1.0 - f.y) / 2.0);
+ vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
- half sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b;
+ float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b;
linetaps1 /= sum;
linetaps2 /= sum;
sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b;
diff --git a/system/shaders/GL/1.5/gl_convolution-4x4.glsl b/system/shaders/GL/1.5/gl_convolution-4x4.glsl
index 144676ee27..2a6404ee01 100644
--- a/system/shaders/GL/1.5/gl_convolution-4x4.glsl
+++ b/system/shaders/GL/1.5/gl_convolution-4x4.glsl
@@ -8,15 +8,7 @@ in vec2 m_cord;
out vec4 fragColor;
uniform sampler1D kernelTex;
-//nvidia's half is a 16 bit float and can bring some speed improvements
-//without affecting quality
-#ifndef __GLSL_CG_DATA_TYPES
- #define half float
- #define half3 vec3
- #define half4 vec4
-#endif
-
-half4 weight(float pos)
+vec4 weight(float pos)
{
#if defined(HAS_FLOAT_TEXTURE)
return texture(kernelTex, pos);
@@ -38,12 +30,12 @@ vec2 stretch(vec2 pos)
#endif
}
-half3 pixel(float xpos, float ypos)
+vec3 pixel(float xpos, float ypos)
{
return texture(img, vec2(xpos, ypos)).rgb;
}
-half3 line (float ypos, vec4 xpos, half4 linetaps)
+vec3 line (float ypos, vec4 xpos, vec4 linetaps)
{
return
pixel(xpos.r, ypos) * linetaps.r +
@@ -58,8 +50,8 @@ vec4 process()
vec2 pos = stretch(m_cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
- half4 linetaps = weight(1.0 - f.x);
- half4 columntaps = weight(1.0 - f.y);
+ vec4 linetaps = weight(1.0 - f.x);
+ vec4 columntaps = weight(1.0 - f.y);
//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
linetaps /= linetaps.r + linetaps.g + linetaps.b + linetaps.a;
diff --git a/system/shaders/GL/1.5/gl_convolution-6x6.glsl b/system/shaders/GL/1.5/gl_convolution-6x6.glsl
index 4af3744ae1..b4410cc184 100644
--- a/system/shaders/GL/1.5/gl_convolution-6x6.glsl
+++ b/system/shaders/GL/1.5/gl_convolution-6x6.glsl
@@ -8,15 +8,7 @@ in vec2 m_cord;
out vec4 fragColor;
uniform sampler1D kernelTex;
-//nvidia's half is a 16 bit float and can bring some speed improvements
-//without affecting quality
-#ifndef __GLSL_CG_DATA_TYPES
- #define half float
- #define half3 vec3
- #define half4 vec4
-#endif
-
-half3 weight(float pos)
+vec3 weight(float pos)
{
#if defined(HAS_FLOAT_TEXTURE)
return texture(kernelTex, pos).rgb;
@@ -38,12 +30,12 @@ vec2 stretch(vec2 pos)
#endif
}
-half3 pixel(float xpos, float ypos)
+vec3 pixel(float xpos, float ypos)
{
return texture(img, vec2(xpos, ypos)).rgb;
}
-half3 line (float ypos, vec3 xpos1, vec3 xpos2, half3 linetaps1, half3 linetaps2)
+vec3 line (float ypos, vec3 xpos1, vec3 xpos2, vec3 linetaps1, vec3 linetaps2)
{
return
pixel(xpos1.r, ypos) * linetaps1.r +
@@ -60,13 +52,13 @@ vec4 process()
vec2 pos = stretch(m_cord) + stepxy * 0.5;
vec2 f = fract(pos / stepxy);
- half3 linetaps1 = weight((1.0 - f.x) / 2.0);
- half3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
- half3 columntaps1 = weight((1.0 - f.y) / 2.0);
- half3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
+ vec3 linetaps1 = weight((1.0 - f.x) / 2.0);
+ vec3 linetaps2 = weight((1.0 - f.x) / 2.0 + 0.5);
+ vec3 columntaps1 = weight((1.0 - f.y) / 2.0);
+ vec3 columntaps2 = weight((1.0 - f.y) / 2.0 + 0.5);
//make sure all taps added together is exactly 1.0, otherwise some (very small) distortion can occur
- half sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b;
+ float sum = linetaps1.r + linetaps1.g + linetaps1.b + linetaps2.r + linetaps2.g + linetaps2.b;
linetaps1 /= sum;
linetaps2 /= sum;
sum = columntaps1.r + columntaps1.g + columntaps1.b + columntaps2.r + columntaps2.g + columntaps2.b;