Restricted shader processing to the game screen area, fixing blurry cutoff point

This commit is contained in:
Nuno Pereira 2022-12-19 22:15:13 +00:00
parent 210034a507
commit 362e35919a
2 changed files with 86 additions and 72 deletions

View file

@ -94,6 +94,8 @@ float intsmear(float x, float dx, float d, float coeffs[7])
}
void main()
{
if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
{
vec2 texelSize = global.SourceSize.zw;
/* float2 range = IN.video_size / (IN.output_size * IN.texture_size); */
@ -138,3 +140,8 @@ void main()
FragColor = vec4(pow(averageColor, vec3(1.0/outgamma)),0.0);
}
else
{
FragColor = vec4(0.0);
}
}

View file

@ -56,6 +56,8 @@ float intsmear(float x, float dx)
}
void main()
{
if(abs(vTexCoord.x - 0.5) < 0.5 && abs(vTexCoord.y - 0.5) < 0.5)
{
vec2 texelSize = global.SourceSize.zw;
vec2 subtexelSize = texelSize / vec2(3.0,1.0);
@ -95,3 +97,8 @@ void main()
FragColor = pow(averageColor,vec4(1.0/global.gamma));
}
else
{
FragColor = vec4(0.0);
}
}