Fix D3D Real XFB texture sampling.

This commit is contained in:
jimbo1qaz 2014-07-29 18:15:01 -07:00
parent 8ff3cf1838
commit fe9b7fa4f3
1 changed files with 2 additions and 1 deletions

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@ -97,7 +97,8 @@ static const char XFB_ENCODE_PS[] =
"void main(out float4 ocol0 : SV_Target, in float4 Pos : SV_Position, in float2 Coord : ENCODECOORD)\n"
"{\n"
"float2 baseCoord = Coord * float2(2,1);\n"
// 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
"float2 baseCoord = Coord * float2(2,1) - float2(0.5,0);\n"
// FIXME: Shall we apply gamma here, or apply it below to the Y components?
// Be careful if you apply it to Y! The Y components are in the range (16..235) / 255.
"float3 sampleL = pow(abs(SampleEFB(baseCoord+float2(-1,0))), Params.Gamma);\n" // Left