diff --git a/plugins/GSdx/res/glsl/tfx_fs.glsl b/plugins/GSdx/res/glsl/tfx_fs.glsl index 0168b08e6d..4a95df4f64 100644 --- a/plugins/GSdx/res/glsl/tfx_fs.glsl +++ b/plugins/GSdx/res/glsl/tfx_fs.glsl @@ -83,11 +83,12 @@ vec4 sample_c(vec2 uv) #else #if PS_POINT_SAMPLER - // Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx), + // Weird issue with ATI/AMD cards, // it looks like they add 127/128 of a texel to sampling coordinates // occasionally causing point sampling to erroneously round up. // I'm manually adjusting coordinates to the centre of texels here, // though the centre is just paranoia, the top left corner works fine. + // As of 2018 this issue is still present. uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw; #endif diff --git a/plugins/GSdx/res/tfx.fx b/plugins/GSdx/res/tfx.fx index 2e4c099e4b..93d08c1831 100644 --- a/plugins/GSdx/res/tfx.fx +++ b/plugins/GSdx/res/tfx.fx @@ -115,11 +115,12 @@ float4 sample_c(float2 uv) { if (PS_POINT_SAMPLER) { - // Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx), + // Weird issue with ATI/AMD cards, // it looks like they add 127/128 of a texel to sampling coordinates // occasionally causing point sampling to erroneously round up. // I'm manually adjusting coordinates to the centre of texels here, // though the centre is just paranoia, the top left corner works fine. + // As of 2018 this issue is still present. uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw; } return Texture.Sample(TextureSampler, uv);