Merge pull request #45 from LMLB/patch-1

Fix some broken shaders
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Lior Halphon 2018-03-16 12:14:32 +02:00 committed by GitHub
commit 8b4714d8e2
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 19 additions and 19 deletions

View File

@ -8,10 +8,10 @@ vec4 omniScale(sampler2D image, vec2 texCoord)
{ {
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
vec2 pos = fract(pixel); vec2 pos = fract(pixel);

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@ -4,10 +4,10 @@ vec4 scale(sampler2D image)
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
vec4 r1 = mix(q11, q21, fract(pixel.x)); vec4 r1 = mix(q11, q21, fract(pixel.x));
vec4 r2 = mix(q12, q22, fract(pixel.x)); vec4 r2 = mix(q12, q22, fract(pixel.x));

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@ -10,10 +10,10 @@ vec4 scale(sampler2D image)
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
vec4 q11 = texture(image, (pixel ) / textureDimensions); vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
vec4 q12 = texture(image, (pixel + vec2(0.0, 1.0)) / textureDimensions); vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
vec4 q21 = texture(image, (pixel + vec2(1.0, 0.0)) / textureDimensions); vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
vec4 q22 = texture(image, (pixel + vec2(1.0, 1.0)) / textureDimensions); vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
vec2 pos = fract(pixel); vec2 pos = fract(pixel);

View File

@ -4,15 +4,15 @@ vec4 scale(sampler2D image)
vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5); vec2 pixel = texCoord * textureDimensions - vec2(0.5, 0.5);
vec4 q11 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q11 = texture(image, (floor(pixel) + 0.5) / textureDimensions);
vec4 q12 = texture(image, vec2(floor(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q12 = texture(image, (vec2(floor(pixel.x), ceil(pixel.y)) + 0.5) / textureDimensions);
vec4 q21 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, floor(pixel.y) / textureDimensions.y)); vec4 q21 = texture(image, (vec2(ceil(pixel.x), floor(pixel.y)) + 0.5) / textureDimensions);
vec4 q22 = texture(image, vec2(ceil(pixel.x) / textureDimensions.x, ceil(pixel.y) / textureDimensions.y)); vec4 q22 = texture(image, (ceil(pixel) + 0.5) / textureDimensions);
vec2 s = smoothstep(0., 1., fract(pixel)); vec2 s = smoothstep(0., 1., fract(pixel));
vec4 r1 = mix(q11, q21, fract(s.x)); vec4 r1 = mix(q11, q21, s.x);
vec4 r2 = mix(q12, q22, fract(s.x)); vec4 r2 = mix(q12, q22, s.x);
return mix (r1, r2, fract(s.y)); return mix (r1, r2, s.y);
} }