diff --git a/shaders/composite.fsh b/shaders/composite.fsh index 881cce2..c5e4a7f 100644 --- a/shaders/composite.fsh +++ b/shaders/composite.fsh @@ -14,12 +14,12 @@ float renderRes = pixelSize; #define rgbSteps 4 // the number of rgb values to use [2 4 8 16 32 64] uniform sampler2D gcolor; -uniform sampler2D colortex1; uniform float viewWidth, viewHeight; varying vec2 texcoord; #include "/module/dof.frag" +#include "/module/interlace.frag" // All components are in the range [0…1], including hue. vec3 rgb2hsv(vec3 c) @@ -151,6 +151,19 @@ void main() { final = vec3(lightnessStep(color.r, rgbSteps), lightnessStep(color.g, rgbSteps), lightnessStep(color.b, rgbSteps)).rgb; #endif #endif - gl_FragData[0] = vec4(vec3(final), 1.0); //gcolor + + #ifdef interlacing + /* DRAWBUFFERS:01 */ + // pull previous buffer + vec3 prev = texture2D(colortex1, texcoord).rgb; + // interlace alternates between odd and even lines on world time + if(mod(int(gl_FragCoord.y / pixelSize), 2) == mod(worldTime, 2)) + gl_FragData[0] = vec4(prev, 1); + else + gl_FragData[0] = vec4(final, 1); + gl_FragData[1] = vec4(final, 1); + #else + gl_FragData[0] = vec4(final, 1.0); + #endif } diff --git a/shaders/lang/en_US.lang b/shaders/lang/en_US.lang index 52eef69..afaad72 100644 --- a/shaders/lang/en_US.lang +++ b/shaders/lang/en_US.lang @@ -24,6 +24,7 @@ option.satSteps=Saturation Depth option.valSteps=Value Depth screen.SCREEN=Screen +option.interlacing=Interlacing option.aberration=Chromatic Aberration screen.CONSOLE=Consoles diff --git a/shaders/module/interlace.frag b/shaders/module/interlace.frag new file mode 100644 index 0000000..5f7e8b0 --- /dev/null +++ b/shaders/module/interlace.frag @@ -0,0 +1,10 @@ + +//#define interlacing + +#ifdef interlacing + uniform sampler2D colortex1; + const bool colortex1Clear = false; + + uniform int worldTime; +#endif + diff --git a/shaders/shaders.properties b/shaders/shaders.properties index cf3fb46..610c98a 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -17,7 +17,7 @@ screen.COLOR.columns=3 screen.COLOR=colorMode dithering rgbSteps hueSteps satSteps valSteps # screen effects -screen.SCREEN=aberration +screen.SCREEN=interlacing aberration # console effects screen.CONSOLE.columns=1