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| author | 2021-10-29 17:45:02 +0200 | |
|---|---|---|
| committer | 2021-11-16 22:11:33 +0100 | |
| commit | d46a71e786b42ecfe702ae00e01e6dcdf9121875 (patch) | |
| tree | fb3a9efb9fecb508a71ffb920e45efd20a7e0d13 /src | |
| parent | Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and m... (diff) | |
| download | yuzu-d46a71e786b42ecfe702ae00e01e6dcdf9121875.tar.gz yuzu-d46a71e786b42ecfe702ae00e01e6dcdf9121875.tar.xz yuzu-d46a71e786b42ecfe702ae00e01e6dcdf9121875.zip | |
HostShader: fix Gaussian filter.
Diffstat (limited to 'src')
| -rw-r--r-- | src/video_core/host_shaders/present_gaussian.frag | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag index 72a300dac..66fed3238 100644 --- a/src/video_core/host_shaders/present_gaussian.frag +++ b/src/video_core/host_shaders/present_gaussian.frag | |||
| @@ -63,8 +63,8 @@ void main() { | |||
| 63 | // TODO(Blinkhawk): This code can be optimized through shader group instructions. | 63 | // TODO(Blinkhawk): This code can be optimized through shader group instructions. |
| 64 | vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; | 64 | vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb; |
| 65 | vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; | 65 | vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; |
| 66 | vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb; | 66 | vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb; |
| 67 | vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; | 67 | vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb; |
| 68 | vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); | 68 | vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f); |
| 69 | color = vec4(combination + base, 1.0f); | 69 | color = vec4(combination + base, 1.0f); |
| 70 | } | 70 | } |