GS/HW: Fix typos in wave filter shader

This commit is contained in:
Stuart Kenny 2022-05-31 16:43:23 +01:00 committed by refractionpcsx2
parent b2b7d8d64e
commit 0b2536dd3e
2 changed files with 2 additions and 2 deletions

View File

@ -200,7 +200,7 @@ PS_OUTPUT ps_filter_complex(PS_INPUT input) // triangular
float2 texdim, halfpixel;
Texture.GetDimensions(texdim.x, texdim.y);
if (ddy(input.t.y) * texdim.y > 0.5)
if (ddy(input.t.y) * input.t.y > 0.5)
output.c = sample_c(input.t);
else
output.c = (0.9 - 0.4 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y));

View File

@ -157,7 +157,7 @@ void ps_filter_complex() // triangular
{
const float PI = 3.14159265359f;
vec2 texdim = vec2(textureSize(samp0, 0));
if (dFdy(v_tex.y) * texdim.y > 0.5)
if (dFdy(v_tex.y) * v_tex.y > 0.5)
o_col0 = sample_c(v_tex);
else
o_col0 = (0.9 - 0.4 * cos(2 * PI * v_tex.y * texdim.y)) * sample_c(vec2(v_tex.x, (floor(v_tex.y * texdim.y) + 0.5) / texdim.y));