diff --git a/resources/shaders/glsl/blur_horizontal.glsl b/resources/shaders/glsl/blur_horizontal.glsl index 004b41b5c..a4b3a2945 100644 --- a/resources/shaders/glsl/blur_horizontal.glsl +++ b/resources/shaders/glsl/blur_horizontal.glsl @@ -46,13 +46,16 @@ out vec4 FragColor; void main() { vec4 SourceSize; + vec2 PIXEL_SIZE; - if (0x0u != (shaderFlags & 0x10u)) - SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx); - else + if (0x0u != (shaderFlags & 0x10u)) { + SourceSize = vec4(textureSize.yx, 1.0 / textureSize.xy); + PIXEL_SIZE = vec2(SourceSize.w, SourceSize.z); + } + else { SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy); - - vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); + PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); + } float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130); float sampleWeights[5] = diff --git a/resources/shaders/glsl/blur_vertical.glsl b/resources/shaders/glsl/blur_vertical.glsl index 0d14a2ff4..69f89e21a 100644 --- a/resources/shaders/glsl/blur_vertical.glsl +++ b/resources/shaders/glsl/blur_vertical.glsl @@ -46,13 +46,16 @@ out vec4 FragColor; void main() { vec4 SourceSize; + vec2 PIXEL_SIZE; - if (0x0u != (shaderFlags & 0x10u)) - SourceSize = vec4(textureSize.yx, 1.0 / textureSize.yx); - else + if (0x0u != (shaderFlags & 0x10u)) { + SourceSize = vec4(textureSize.xy, 1.0 / textureSize.yx); + PIXEL_SIZE = vec2(SourceSize.w, SourceSize.z); + } + else { SourceSize = vec4(textureSize.xy, 1.0 / textureSize.xy); - - vec2 PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); + PIXEL_SIZE = vec2(SourceSize.z, SourceSize.w); + } float sampleOffsets[5] = float[5](0.0, 1.4347826, 3.3478260, 5.2608695, 7.1739130); float sampleWeights[5] =