Fix UV offsets in 16->32 reinterpret. Better, but something is still not quite right.
This commit is contained in:
parent
8d1157e107
commit
869bd1643f
1 changed files with 2 additions and 2 deletions
|
@ -169,8 +169,8 @@ Draw2DPipelineInfo GenerateReinterpretFragmentShader(ShaderWriter &writer, GEBuf
|
|||
} else if (IsBufferFormat16Bit(from) && !IsBufferFormat16Bit(to)) {
|
||||
// 16-to-32-bit (two pixels, draw size is halved)
|
||||
|
||||
writer.C(" vec4 valLeft = ").SampleTexture2D("tex", "v_texcoord.xy").C(";\n");
|
||||
writer.C(" vec4 valRight = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(0.5 / texSize.x, 0.0)").C(";\n");
|
||||
writer.C(" vec4 valLeft = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(-0.25 / texSize.x, 0.0)").C(";\n");
|
||||
writer.C(" vec4 valRight = ").SampleTexture2D("tex", "v_texcoord.xy + vec2(0.25 / texSize.x, 0.0)").C(";\n");
|
||||
writer.C(" vec4 outColor = unpackColor(packColor(valLeft), packColor(valRight));\n");
|
||||
|
||||
_assert_("not yet implemented");
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue