Fix inner area sampling loop from going beyond bounds
This commit is contained in:
parent
d4f8c1b2bd
commit
7894b40111
|
@ -239,8 +239,8 @@ float4 AreaSampling(float3 uvw, float gamma)
|
|||
avg_color += area_se * QuickSampleByPixel(float2(f_end.x, f_end.y) + offset, uvw.z, gamma);
|
||||
|
||||
// Determine the size of the pixel box.
|
||||
int x_range = int(f_end.x - f_beg.x + 0.5);
|
||||
int y_range = int(f_end.y - f_beg.y + 0.5);
|
||||
int x_range = int(f_end.x - f_beg.x - 0.5);
|
||||
int y_range = int(f_end.y - f_beg.y - 0.5);
|
||||
|
||||
// Workaround to compile the shader with DX11/12.
|
||||
// If this isn't done, it will complain that the loop could have too many iterations.
|
||||
|
|
Loading…
Reference in New Issue