Since sequence resolution is provided to the nodes now, it no longer needs to be a global in the shaders Removed some unused shaders Added default params to ShaderCode to allow skipping types that aren't used
21 lines
540 B
GLSL
21 lines
540 B
GLSL
uniform sampler2D ove_maintex;
|
|
|
|
uniform vec2 resolution_in;
|
|
|
|
in vec2 ove_texcoord;
|
|
|
|
out vec4 fragColor;
|
|
|
|
void main() {
|
|
vec2 using_texcoord = ove_texcoord;
|
|
|
|
// A very basic deinterlace that halves the vertical
|
|
// resolution and linearly interpolates the two fields
|
|
// by reading the texture coord between them.
|
|
float half_vert = round(resolution_in.y / 2.0);
|
|
using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;
|
|
|
|
vec4 color = texture(ove_maintex, using_texcoord);
|
|
fragColor = color;
|
|
}
|