Files
oak-editor/app/shaders/deinterlace2.frag
T

22 lines
465 B
GLSL

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);
}