diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 46516782c2..e757bd8dc6 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -110,13 +110,13 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType) 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)" // pixel offset (if more than one pixel is samped) - " + position.xy);\n" // move to copyed rect - "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(%d, %d);\n" // normlize to [0:1] - "uv0.y = 1.0-uv0.y;\n" // ogl foo (disable this line for d3d) + 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 );