fix some dumb mistakes

This commit is contained in:
hunterk 2017-01-18 12:45:32 -06:00
parent 9846f2de0b
commit 7f57e74535

View file

@ -44,10 +44,10 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
void main() void main()
{ {
vec2 texel = vTexCoord * global.SourceSize.xy; vec2 texel = vTexCoord * params.SourceSize.xy;
vec2 texel_floored = floor(texel); vec2 texel_floored = floor(texel);
vec2 s = fract(texel); vec2 s = fract(texel);
float scale = (AUTO_PRESCALE > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y) : params.SHARP_BILINEAR_PRE_SCALE; float scale = (params.AUTO_PRESCALE > 0.5) ? floor(params.OutputSize.y / params.SourceSize.y) : params.SHARP_BILINEAR_PRE_SCALE;
float region_range = 0.5 - 0.5 / scale; float region_range = 0.5 - 0.5 / scale;
// Figure out where in the texel to sample to get correct pre-scaled bilinear. // Figure out where in the texel to sample to get correct pre-scaled bilinear.
@ -58,5 +58,5 @@ void main()
vec2 mod_texel = texel_floored + f; vec2 mod_texel = texel_floored + f;
FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0); FragColor = vec4(texture(Source, mod_texel / params.SourceSize.xy).rgb, 1.0);
} }