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GPU/HW: Shader compile fix
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@ -774,16 +774,18 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
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// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
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// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
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// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
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float3 ApplyDebanding(float2 frag_coord) {
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float3 ApplyDebanding(float2 frag_coord)
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{
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#if DEBANDING
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// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
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float3 dither = float3(dot(vec2(171.0, 231.0), frag_coord));
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dither.rgb = fract(dither.rgb / float3(103.0, 71.0, 97.0));
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float ditherc = dot(vec2(171.0, 231.0), frag_coord);
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float3 dither = float3(ditherc, ditherc, ditherc);
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dither = fract(dither / float3(103.0, 71.0, 97.0));
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// Subtract 0.5 to avoid slightly brightening the whole viewport.
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return (dither.rgb - 0.5) / 255.0;
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return (dither - 0.5) / 255.0;
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#else
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return float3(0.0);
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return float3(0.0, 0.0, 0.0);
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#endif
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}
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)";
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@ -22,6 +22,7 @@ EnhancementSettingsWidget::EnhancementSettingsWidget(SettingsWindow* dialog, QWi
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Settings::DEFAULT_GPU_DOWNSAMPLE_MODE);
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SettingWidgetBinder::BindWidgetToIntSetting(sif, m_ui.gpuDownsampleScale, "GPU", "DownsampleScale", 1);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.trueColor, "GPU", "TrueColor", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.debanding, "GPU", "Debanding", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.scaledDithering, "GPU", "ScaledDithering", false);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.disableInterlacing, "GPU", "DisableInterlacing", true);
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SettingWidgetBinder::BindWidgetToBoolSetting(sif, m_ui.forceNTSCTimings, "GPU", "ForceNTSCTimings", false);
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