GPU/HW: Fix incorrect UV range for upscaled direct texturing

This commit is contained in:
Connor McLaughlin 2021-06-24 14:45:15 +10:00
parent 8ddc1d6016
commit 98f0e5908b

View file

@ -848,8 +848,8 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords)
#if !PALETTE
// Extend the UV range to all "upscaled" pixels. This means 1-pixel-high polygon-based
// framebuffer effects won't be downsampled. (e.g. Mega Man Legends 2 haze effect)
uv_limits.xy *= float(RESOLUTION_SCALE);
uv_limits.zw = (uv_limits.zw * float(RESOLUTION_SCALE + 1u)) - float(RESOLUTION_SCALE - 1u);
uv_limits *= float(RESOLUTION_SCALE);
uv_limits.zw += float(RESOLUTION_SCALE - 1u);
#endif
#endif