add tiny offset to gb shader coords to prevent rounding issues

This commit is contained in:
hunterk 2019-01-28 14:10:16 -06:00
parent 0513ebd358
commit e179039cbc
5 changed files with 5 additions and 5 deletions

View file

@ -87,7 +87,7 @@ void main()
vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor)); vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
// Remaps position to integer scaled output // Remaps position to integer scaled output
gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 ); 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; dot_size = registers.SourceSize.zw;
one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor); one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor);
} }

View file

@ -66,7 +66,7 @@ layout(location = 7) out vec2 blur_coords_upper_bound;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord * 1.0001;
texel = registers.SourceSize.zw; texel = registers.SourceSize.zw;
blur_coords_down = vTexCoord + vec2(0.0, texel.y); blur_coords_down = vTexCoord + vec2(0.0, texel.y);

View file

@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord * 1.0001;
texel = registers.SourceSize.zw; texel = registers.SourceSize.zw;
lower_bound = vec2(0.0); lower_bound = vec2(0.0);

View file

@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord * 1.0001;
texel = registers.SourceSize.zw; texel = registers.SourceSize.zw;
lower_bound = vec2(0.0); lower_bound = vec2(0.0);

View file

@ -90,7 +90,7 @@ layout(location = 1) out vec2 texel;
void main() void main()
{ {
gl_Position = global.MVP * Position; gl_Position = global.MVP * Position;
vTexCoord = TexCoord; vTexCoord = TexCoord * 1.0001;
texel = registers.SourceSize.zw; texel = registers.SourceSize.zw;
} }