(crt-easymode) The chromatic aberration bug should be gone now. There

might still be lingering bugs due to filter_lanczos() addressing
elements of a matrix which hasn't been transposed.
This commit is contained in:
Arzed Five 2016-07-25 18:31:39 +01:00
parent e3e6c7b93d
commit 0593d28e8b

View file

@ -108,7 +108,7 @@ mat4x4 get_color_matrix(vec2 co, vec2 dx)
vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix) vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
{ {
vec4 col = coeffs * color_matrix; vec4 col = color_matrix * coeffs;
vec4 sample_min = min(color_matrix[1], color_matrix[2]); vec4 sample_min = min(color_matrix[1], color_matrix[2]);
vec4 sample_max = max(color_matrix[1], color_matrix[2]); vec4 sample_max = max(color_matrix[1], color_matrix[2]);
@ -156,7 +156,7 @@ void main()
float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH; float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * global.SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
float mask = 1.0 - MASK_STRENGTH; float mask = 1.0 - MASK_STRENGTH;
vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.zw * (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE))); vec2 mod_fac = floor(vTexCoord * global.OutputSize.xy * global.SourceSize.xy / (global.SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0)); int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
vec3 mask_weight; vec3 mask_weight;