diff --git a/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.h b/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.h index 12e108b..51c479f 100644 --- a/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.h +++ b/crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.h @@ -172,8 +172,8 @@ void main() // transpose(local_to_global); const float3x3 local_to_global = float3x3( cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x, - 0.0, cos_tilt.y, -sin_tilt.y, - -sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x); + 0.0, cos_tilt.y, sin_tilt.y, + sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x); // This is a pure rotation, so transpose = inverse: const float3x3 global_to_local = transpose(local_to_global); // Decompose the matrix into 3 float3's for output: @@ -267,14 +267,14 @@ void main() const float2 abs_aa_r_offset = abs(get_aa_subpixel_r_offset()); const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0; float3 color; -/* //TODO/FIXME: This block is what causes the black screen when geom_mode >= 1.0 + if(aa_level > 0.5 && (geom_mode > 0.5 || any(bool2((geom_overscan.x != 1.0), (geom_overscan.y != 1.0))))) { // Sample the input with antialiasing (due to sharp phosphors, etc.): color = tex2Daa(input_texture, tex_uv, pixel_to_tex_uv, float(IN.frame_count)); } - else */if(aa_level > 0.5 && need_subpixel_aa) + else if(aa_level > 0.5 && need_subpixel_aa) { // Sample at each subpixel location: color = tex2Daa_subpixel_weights_only( diff --git a/include/compat_macros.inc b/include/compat_macros.inc index 4740a96..d56723e 100644 --- a/include/compat_macros.inc +++ b/include/compat_macros.inc @@ -25,5 +25,5 @@ #define fmod(x,y) mod(x,y) #define ddx(c) dFdx(c) #define ddy(c) dFdy(c) -#define atan2(x,y) atan(y,x) -#define rsqrt(c) inversesqrt(c) \ No newline at end of file +#define atan2(x,y) atan(x,y) +#define rsqrt(c) inversesqrt(c)