From b0c288b14146fc52309a2a070903ab6b989afd17 Mon Sep 17 00:00:00 2001 From: barbudreadmon Date: Wed, 18 Aug 2021 17:11:38 +0200 Subject: [PATCH] fix zfast_crt for rotated games --- crt/shaders/zfast_crt.slang | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/crt/shaders/zfast_crt.slang b/crt/shaders/zfast_crt.slang index 6b0de6d..4b922ce 100644 --- a/crt/shaders/zfast_crt.slang +++ b/crt/shaders/zfast_crt.slang @@ -95,10 +95,10 @@ void main() float YY = Y*Y; #if defined(FINEMASK) - float whichmask = fract( gl_FragCoord.x*-0.4999); + float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999)); float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK; #else - float whichmask = fract(gl_FragCoord.x * -0.3333); + float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333)); float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK; #endif vec3 colour = texture(Source, p).rgb; @@ -111,4 +111,4 @@ void main() #endif FragColor.rgb = colour.rgb*mix(scanLineWeight*mask, scanLineWeightB, dot(colour.rgb,vec3(maskFade))); -} \ No newline at end of file +}