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	Improved image quality for the blur shaders when rotating screen 90 or 270 degrees.
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				|  | @ -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] = | ||||
|  |  | |||
|  | @ -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] = | ||||
|  |  | |||
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	 Leon Styhre
						Leon Styhre