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path: root/Source/Core/VideoCommon/TextureConversionShader.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
-rw-r--r--Source/Core/VideoCommon/TextureConversionShader.cpp21
1 files changed, 11 insertions, 10 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp
index ce7f907bed..1d2e01b8f2 100644
--- a/Source/Core/VideoCommon/TextureConversionShader.cpp
+++ b/Source/Core/VideoCommon/TextureConversionShader.cpp
@@ -87,7 +87,6 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, "{\n"
" int2 sampleUv;\n"
" int2 uv1 = int2(gl_FragCoord.xy);\n"
- " float2 uv0 = float2(0.0, 0.0);\n"
);
WRITE(p, " int y_block_position = uv1.y & %d;\n", ~(blkH - 1));
@@ -105,19 +104,21 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
WRITE(p, " sampleUv.x = x_offset_in_block + x_block_position;\n");
WRITE(p, " sampleUv.y = y_block_position + y_offset;\n");
+
+ WRITE(p, " float2 uv0 = float2(sampleUv);\n"); // sampleUv is the sample position in (int)gx_coords
+ WRITE(p, " uv0 += float2(0.5, 0.5);\n"); // move to center of pixel
+ WRITE(p, " uv0 *= float(position.w);\n"); // scale by two if needed (this will move to pixels border to filter linear)
+ WRITE(p, " uv0 += float2(position.xy);\n"); // move to copyed rect
+ WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normlize to [0:1]
+ WRITE(p, " uv0.y = 1.0-uv0.y;\n"); // ogl foo (disable this line for d3d)
+
+ WRITE(p, " float sample_offset = position.w / float(%d);\n", EFB_WIDTH);
}
void WriteSampleColor(char*& p, const char* colorComp, const char* dest, int xoffset, API_TYPE ApiType)
{
- WRITE(p, // sampleUv is the sample position in (int)gx_coords
- "uv0 = float2(sampleUv + int2(%d, 0));\n" // pixel offset (if more than one pixel is samped)
- "uv0 += float2(0.5, 0.5);\n" // move to center of pixel
- "uv0 *= float(position.w);\n" // scale by two if needed (this will move to pixels border to filter linear)
- "uv0 += float2(position.xy);\n" // move to copyed rect
- "uv0 /= float2(%d, %d);\n" // normlize to [0:1]
- "uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d)
- "%s = texture(samp0, uv0).%s;\n",
- xoffset, EFB_WIDTH, EFB_HEIGHT, dest, colorComp
+ WRITE(p, " %s = texture(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n",
+ dest, xoffset, colorComp
);
}