diff --git a/handheld/shaders/gameboy/shader-files/gb-pass0.slang b/handheld/shaders/gameboy/shader-files/gb-pass0.slang index 722c0f3..dde8d43 100644 --- a/handheld/shaders/gameboy/shader-files/gb-pass0.slang +++ b/handheld/shaders/gameboy/shader-files/gb-pass0.slang @@ -87,7 +87,7 @@ void main() vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor)); // Remaps position to integer scaled output gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); - vTexCoord = TexCoord;// + half_pixel; + vTexCoord = TexCoord * 1.0001;// + half_pixel; dot_size = registers.SourceSize.zw; one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor); } diff --git a/handheld/shaders/gameboy/shader-files/gb-pass1.slang b/handheld/shaders/gameboy/shader-files/gb-pass1.slang index f7020e2..b3486ee 100644 --- a/handheld/shaders/gameboy/shader-files/gb-pass1.slang +++ b/handheld/shaders/gameboy/shader-files/gb-pass1.slang @@ -66,7 +66,7 @@ layout(location = 7) out vec2 blur_coords_upper_bound; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; texel = registers.SourceSize.zw; blur_coords_down = vTexCoord + vec2(0.0, texel.y); diff --git a/handheld/shaders/gameboy/shader-files/gb-pass2.slang b/handheld/shaders/gameboy/shader-files/gb-pass2.slang index 3e2f17b..8de5bdf 100644 --- a/handheld/shaders/gameboy/shader-files/gb-pass2.slang +++ b/handheld/shaders/gameboy/shader-files/gb-pass2.slang @@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; texel = registers.SourceSize.zw; lower_bound = vec2(0.0); diff --git a/handheld/shaders/gameboy/shader-files/gb-pass3.slang b/handheld/shaders/gameboy/shader-files/gb-pass3.slang index 29b8d19..fab7a5f 100644 --- a/handheld/shaders/gameboy/shader-files/gb-pass3.slang +++ b/handheld/shaders/gameboy/shader-files/gb-pass3.slang @@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; texel = registers.SourceSize.zw; lower_bound = vec2(0.0); diff --git a/handheld/shaders/gameboy/shader-files/gb-pass4.slang b/handheld/shaders/gameboy/shader-files/gb-pass4.slang index a24502a..d0e942e 100644 --- a/handheld/shaders/gameboy/shader-files/gb-pass4.slang +++ b/handheld/shaders/gameboy/shader-files/gb-pass4.slang @@ -90,7 +90,7 @@ layout(location = 1) out vec2 texel; void main() { gl_Position = global.MVP * Position; - vTexCoord = TexCoord; + vTexCoord = TexCoord * 1.0001; texel = registers.SourceSize.zw; }