mirror of https://github.com/PCSX2/pcsx2.git
glsl: Round 0.95+ to 1 for texel colors
It improves SotC blooming. Suikoden seems to be fine too.
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@ -285,7 +285,10 @@ vec4 sample_color(vec2 st, float q)
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t = c[0];
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#endif
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return trunc(t * 255.0f);
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// The 0.05f helps to fix the overbloom of sotc
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// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
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// interpolation could be slightly below the correct one.
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return trunc(t * 255.0f + 0.05f);
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}
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vec4 tfx(vec4 T, vec4 C)
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@ -1148,7 +1148,10 @@ static const char* tfx_fs_all_glsl =
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" t = c[0];\n"
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"#endif\n"
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"\n"
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" return trunc(t * 255.0f);\n"
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" // The 0.05f helps to fix the overbloom of sotc\n"
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" // I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)\n"
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" // interpolation could be slightly below the correct one.\n"
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" return trunc(t * 255.0f + 0.05f);\n"
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"}\n"
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"\n"
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"vec4 tfx(vec4 T, vec4 C)\n"
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