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-rw-r--r--src/video_core/host_shaders/present_gaussian.frag4
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}