diff --git a/bezel/koko-aio/shaders/final_pass.slang b/bezel/koko-aio/shaders/final_pass.slang index 161c712..2c3c10a 100644 --- a/bezel/koko-aio/shaders/final_pass.slang +++ b/bezel/koko-aio/shaders/final_pass.slang @@ -1006,7 +1006,11 @@ void main() { if (DO_CURVATURE == 1.0 && ((GEOM_WARP_X != 0.0) || (GEOM_WARP_Y != 0.0))) { co_content = Warp_fast(co_content, vWarp_vexp, vWarp_arg2, GEOM_CUT_EARS); } - + + //Mirror coords needs to be calculated here, before geom override, but after curvature. + //It is still not perfect but a reasonable tradeoff by now. + vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM); + //Apply other content coords modifiers if (DO_GAME_GEOM_OVERRIDE == 1.0) co_content = content_geom_override(co_content, GAME_GEOM_ASPECT, vIn_aspect, GAME_GEOM_VSHIFT, GAME_GEOM_HSHIFT, GAME_GEOM_ZOOM); @@ -1032,7 +1036,6 @@ void main() { vec4 pixel_bezel; //SKIP LOGIC is inside fn_pixel_bezel if (DO_BEZEL == 1.0) { - vec2 co_mirror = zoom(co_content, 1/BEZEL_REFL_ZOOMOUT_ROOM); pixel_bezel = fn_pixel_bezel(co_bezel, co_mirror, BG_IMAGE_NIGHTIFY); //If we used a smooth_border, canvas_busy is it, but since the content is in the bezel, //we can safely use it to smooth/darken the game border