diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp index 1434772eb..cee3ed58b 100644 --- a/src/core/gpu_hw_shadergen.cpp +++ b/src/core/gpu_hw_shadergen.cpp @@ -642,7 +642,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchLineExpandGeometryShader() else { ss << R"( -CONSTANT float2 OFFSET = (1.0 / float2(VRAM_SIZE)) * float2(RESOLUTION_SCALE, RESOLUTION_SCALE); +CONSTANT float2 WIDTH = (1.0 / float2(VRAM_SIZE)) * float2(RESOLUTION_SCALE, RESOLUTION_SCALE); struct Vertex { @@ -655,24 +655,28 @@ void main(line Vertex input[2], inout TriangleStream output) { Vertex v; + float2 dir = normalize(input[1].pos.xy - input[0].pos.xy); + float2 normal = cross(float3(dir, 0.0), float3(0.0, 0.0, 1.0)).xy * WIDTH; + float4 offset = float4(normal, 0.0, 0.0); + // top-left v.col0 = input[0].col0; - v.pos = input[0].pos + float4(-OFFSET.x, +OFFSET.y, 0.0, 0.0); + v.pos = input[0].pos - offset; output.Append(v); // top-right v.col0 = input[0].col0; - v.pos = input[0].pos + float4(+OFFSET.x, +OFFSET.y, 0.0, 0.0); + v.pos = input[0].pos + offset; output.Append(v); // bottom-left v.col0 = input[1].col0; - v.pos = input[1].pos + float4(-OFFSET.x, -OFFSET.y, 0.0, 0.0); + v.pos = input[1].pos - offset; output.Append(v); // bottom-right v.col0 = input[1].col0; - v.pos = input[1].pos + float4(+OFFSET.x, -OFFSET.y, 0.0, 0.0); + v.pos = input[1].pos + offset; output.Append(v); output.RestartStrip();