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fix 2d shaders on OSX
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1bb7de1dd9
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@ -188,12 +188,12 @@ static const char s_fragmentShaderTileGen[] = R"glsl(
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}
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// register data
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bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000) != 0; }
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bool LineScrollMode (int layerNum) { return (regs[0x60/4 + layerNum] & 0x8000u) != 0; }
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int GetHorizontalScroll(int layerNum) { return int(regs[0x60/4 + layerNum] & 0x3FFu); }
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int GetVerticalScroll (int layerNum) { return int((regs[0x60/4 + layerNum] >> 16) & 0x1FFu); }
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int LayerPriority () { return int((regs[0x20/4] >> 8) & 0xFu); }
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bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & (1 << (12 + layerNum))) != 0; }
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bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000) != 0; }
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bool LayerIs4Bit (int layerNum) { return (regs[0x20/4] & uint(1 << (12 + layerNum))) != 0; }
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bool LayerEnabled (int layerNum) { return (regs[0x60/4 + layerNum] & 0x80000000u) != 0; }
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bool LayerSelected (int layerNum) { return (LayerPriority() & (1 << layerNum)) == 0; }
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float Int8ToFloat(uint c)
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@ -225,11 +225,12 @@ static const char s_fragmentShaderTileGen[] = R"glsl(
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uint alpha = (colour>>15); // top bit is alpha. 1 means clear, 0 opaque
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alpha = ~alpha; // invert
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alpha = alpha & 0x1u; // mask bit
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const uint mask = 0x1F;
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vec4 c;
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c.r = float((colour >> 0 ) & 0x1F) / 31.0;
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c.g = float((colour >> 5 ) & 0x1F) / 31.0;
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c.b = float((colour >> 10) & 0x1F) / 31.0;
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c.r = float((colour >> 0 ) & mask) / 31.0;
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c.g = float((colour >> 5 ) & mask) / 31.0;
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c.b = float((colour >> 10) & mask) / 31.0;
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c.a = float(alpha) / 1.0;
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c.rgb *= c.a; // multiply by alpha value, this will push transparent to black, no branch needed
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