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