mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Fix typos in wave filter shader
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@ -200,7 +200,7 @@ PS_OUTPUT ps_filter_complex(PS_INPUT input) // triangular
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float2 texdim, halfpixel;
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float2 texdim, halfpixel;
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Texture.GetDimensions(texdim.x, texdim.y);
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Texture.GetDimensions(texdim.x, texdim.y);
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if (ddy(input.t.y) * texdim.y > 0.5)
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if (ddy(input.t.y) * input.t.y > 0.5)
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output.c = sample_c(input.t);
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output.c = sample_c(input.t);
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else
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else
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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));
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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));
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@ -157,7 +157,7 @@ void ps_filter_complex() // triangular
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{
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{
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const float PI = 3.14159265359f;
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const float PI = 3.14159265359f;
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vec2 texdim = vec2(textureSize(samp0, 0));
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vec2 texdim = vec2(textureSize(samp0, 0));
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if (dFdy(v_tex.y) * texdim.y > 0.5)
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if (dFdy(v_tex.y) * v_tex.y > 0.5)
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o_col0 = sample_c(v_tex);
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o_col0 = sample_c(v_tex);
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else
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else
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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));
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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));
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