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Opengl: fix real XFB sample positions
(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
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degasus committed Nov 24, 2013
1 parent eef2cdd commit 994426b
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions Source/Core/VideoBackends/OGL/Src/TextureConverter.cpp
Expand Up @@ -69,8 +69,8 @@ void CreatePrograms()
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
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