// Shader for the DirectRenderer. Inputs are RGBA + position. #version 430 core layout (location = 0) in vec3 position_in; layout (location = 1) in vec4 rgba_in; out vec4 fragment_color; void main() { // Note: position.y is multiplied by 32 instead of 16 to undo the half-height for interlacing stuff. gl_Position = vec4((position_in.x - 0.5) * 16., -(position_in.y - 0.5) * 32, position_in.z * 2 - 1., 1.0); // scissoring area adjust gl_Position.y *= 512.0/448.0; fragment_color = vec4(rgba_in.x, rgba_in.y, rgba_in.z, rgba_in.w * 2.); }