diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp index 32483a85b..e9c8e4cf0 100644 --- a/src/core/gpu_hw_shadergen.cpp +++ b/src/core/gpu_hw_shadergen.cpp @@ -130,9 +130,10 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) float((a_texcoord >> 16) * RESOLUTION_SCALE)); // base_x,base_y,palette_x,palette_y + // Palette X is scaled in fragment shader, since it can wrap. v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE; v_texpage.y = ((a_texpage >> 4) & 1u) * 256u * RESOLUTION_SCALE; - v_texpage.z = ((a_texpage >> 16) & 63u) * 16u * RESOLUTION_SCALE; + v_texpage.z = ((a_texpage >> 16) & 63u) * 16u; v_texpage.w = ((a_texpage >> 22) & 511u) * RESOLUTION_SCALE; #if UV_LIMITS @@ -755,8 +756,8 @@ float4 SampleFromVRAM(uint4 texpage, float2 coords) uint palette_index = (vram_value >> (subpixel * 8u)) & 0xFFu; #endif - // sample palette - uint2 palette_icoord = uint2(texpage.z + (palette_index * RESOLUTION_SCALE), texpage.w); + // sample palette. can wrap in X direction + uint2 palette_icoord = uint2(((texpage.z + palette_index) & 0x3FFu) * RESOLUTION_SCALE, texpage.w); return SAMPLE_TEXTURE(samp0, float2(palette_icoord) * RCP_VRAM_SIZE); #else // Direct texturing. Render-to-texture effects. Use upscaled coordinates.