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Fix tiled depth map sampling in depthtile2_fp.glsl

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1 parent d9747ab commit cbe4a8783fa5b77f45bdf8656e37bbbcdda2a395 @cmf028 cmf028 committed Mar 10, 2016
Showing with 43 additions and 43 deletions.
  1. +42 −42 daemon/src/engine/renderer/shaders.cpp
  2. +1 −1 main/glsl/depthtile2_fp.glsl
@@ -2530,48 +2530,48 @@ const char depthtile2_fp[] = {
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const char depthtile2_vp[] = {
0x2f, 0x2a, 0x0a, 0x3d, 0x3d, 0x3d, 0x3d, 0x3d, 0x3d, 0x3d, 0x3d, 0x3d,
@@ -28,7 +28,7 @@ const vec2 pixelScale = r_FBufScale * r_NPOTScale;
void main()
{
- vec2 st = gl_FragCoord.st * 16.0 * pixelScale;
+ vec2 st = gl_FragCoord.st * 4.0 * pixelScale;
float x, y;
vec4 accum = vec4( 0.0, 99999.0, 0.0, 0.0 );
float count = 0.0;

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