mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
add tiny offset to gb shader coords to prevent rounding issues
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parent
0513ebd358
commit
e179039cbc
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@ -87,7 +87,7 @@ void main()
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
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vec2 scaled_video_out = (registers.SourceSize.xy * vec2(video_scale_factor));
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// Remaps position to integer scaled output
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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gl_Position = global.MVP * Position / vec4( vec2(registers.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord;// + half_pixel;
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vTexCoord = TexCoord * 1.0001;// + half_pixel;
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dot_size = registers.SourceSize.zw;
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dot_size = registers.SourceSize.zw;
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one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor);
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one_texel = 1.0 / (registers.SourceSize.xy * video_scale_factor);
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}
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}
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@ -66,7 +66,7 @@ layout(location = 7) out vec2 blur_coords_upper_bound;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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texel = registers.SourceSize.zw;
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texel = registers.SourceSize.zw;
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blur_coords_down = vTexCoord + vec2(0.0, texel.y);
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blur_coords_down = vTexCoord + vec2(0.0, texel.y);
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@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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texel = registers.SourceSize.zw;
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texel = registers.SourceSize.zw;
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lower_bound = vec2(0.0);
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lower_bound = vec2(0.0);
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@ -44,7 +44,7 @@ layout(location = 3) out vec2 upper_bound;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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texel = registers.SourceSize.zw;
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texel = registers.SourceSize.zw;
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lower_bound = vec2(0.0);
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lower_bound = vec2(0.0);
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@ -90,7 +90,7 @@ layout(location = 1) out vec2 texel;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.0001;
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texel = registers.SourceSize.zw;
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texel = registers.SourceSize.zw;
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}
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}
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