mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
omg fix stupid error that broke royale geom modes
This commit is contained in:
parent
ad8b06f747
commit
e19f75abf9
|
@ -172,8 +172,8 @@ void main()
|
||||||
// transpose(local_to_global);
|
// transpose(local_to_global);
|
||||||
const float3x3 local_to_global = float3x3(
|
const float3x3 local_to_global = float3x3(
|
||||||
cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
|
cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
|
||||||
0.0, cos_tilt.y, -sin_tilt.y,
|
0.0, cos_tilt.y, sin_tilt.y,
|
||||||
-sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
|
sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
|
||||||
// This is a pure rotation, so transpose = inverse:
|
// This is a pure rotation, so transpose = inverse:
|
||||||
const float3x3 global_to_local = transpose(local_to_global);
|
const float3x3 global_to_local = transpose(local_to_global);
|
||||||
// Decompose the matrix into 3 float3's for output:
|
// 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 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;
|
const bool need_subpixel_aa = abs_aa_r_offset.x + abs_aa_r_offset.y > 0.0;
|
||||||
float3 color;
|
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)))))
|
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.):
|
// Sample the input with antialiasing (due to sharp phosphors, etc.):
|
||||||
color = tex2Daa(input_texture, tex_uv, pixel_to_tex_uv, float(IN.frame_count));
|
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:
|
// Sample at each subpixel location:
|
||||||
color = tex2Daa_subpixel_weights_only(
|
color = tex2Daa_subpixel_weights_only(
|
||||||
|
|
|
@ -25,5 +25,5 @@
|
||||||
#define fmod(x,y) mod(x,y)
|
#define fmod(x,y) mod(x,y)
|
||||||
#define ddx(c) dFdx(c)
|
#define ddx(c) dFdx(c)
|
||||||
#define ddy(c) dFdy(c)
|
#define ddy(c) dFdy(c)
|
||||||
#define atan2(x,y) atan(y,x)
|
#define atan2(x,y) atan(x,y)
|
||||||
#define rsqrt(c) inversesqrt(c)
|
#define rsqrt(c) inversesqrt(c)
|
||||||
|
|
Loading…
Reference in a new issue