mirror of https://github.com/PCSX2/pcsx2.git
glsl, fx: Update point sampler comment.
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@ -83,11 +83,12 @@ vec4 sample_c(vec2 uv)
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#else
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#if PS_POINT_SAMPLER
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
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// Weird issue with ATI/AMD cards,
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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// As of 2018 this issue is still present.
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uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
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#endif
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@ -115,11 +115,12 @@ float4 sample_c(float2 uv)
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{
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if (PS_POINT_SAMPLER)
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{
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
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// Weird issue with ATI/AMD cards,
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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// As of 2018 this issue is still present.
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uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
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}
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return Texture.Sample(TextureSampler, uv);
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