Files
oak-editor/app/shaders/deinterlace.frag
T
itsmattkc 065fc9e10e miscellaneous shader changes
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
2020-11-22 10:31:37 +11:00

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;
}