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/*
* Copyright (C) 2010-2013 Team XBMC
* http://xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#version 100
precision highp float;
uniform sampler2D m_samp0;
uniform sampler2D m_samp1;
varying vec4 m_cord0;
varying vec4 m_cord1;
varying lowp vec4 m_colour;
uniform int m_method;
uniform int m_field;
uniform float m_step;
uniform float m_brightness;
uniform float m_contrast;
void main ()
{
vec2 source;
source = m_cord0.xy;
float temp1 = mod(source.y, 2.0 * m_step);
float temp2 = source.y - temp1;
source.y = temp2 + m_step / 2.0 - float(m_field) * m_step;
// Blend missing line
vec2 below;
float bstep = step(m_step, temp1);
below.x = source.x;
below.y = source.y + (2.0 * m_step * bstep);
vec4 color = mix(texture2D(m_samp0, source), texture2D(m_samp0, below), 0.5);
color *= m_contrast;
color += m_brightness;
gl_FragColor = color;
}
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