Merge pull request #700 from jimbo1qaz/master
Fix D3D Real XFB texture sampling.
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@ -97,7 +97,8 @@ static const char XFB_ENCODE_PS[] =
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"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
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"{\n"
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"float2 baseCoord = Coord * float2(2,1);\n"
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// Multiplying X by 2, moves pixel centers from (x+0.5) to (2x+1) instead of (2x+0.5), so subtract 0.5 to compensate
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"float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\n"
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// FIXME: Shall we apply gamma here, or apply it below to the Y components?
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// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
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"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left
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