uniform sampler2D ove_maintex; uniform int interlacing; uniform int pixel_height; in vec2 ove_texcoord; out vec4 frag_color; void main() { vec2 real_coord = ove_texcoord; if (interlacing != 0) { float field_height = float(pixel_height / 2); real_coord.y = floor(real_coord.y * field_height) + 0.25; if (interlacing == 2) { real_coord.y += 0.5; } real_coord.y /= field_height; } frag_color = texture(ove_maintex, real_coord); }