works around rounding differences on different GPUs/drivers
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hizzlekizzle 2022-07-23 07:45:56 -05:00 committed by GitHub
parent 2d95505245
commit 3f67e1870d
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@ -55,7 +55,7 @@ void main()
{
// snap to the center of the underlying texel
vec2 uv = vTexCoord * params.SourceSize.xy - 0.5;
uv = (floor(uv) + 0.5) * params.SourceSize.zw;
uv = (floor(uv) + 0.5001) * params.SourceSize.zw;
// go ahead and sample the texture and early return if not interlaced
vec4 current = texture(Source, uv);