mirror of https://github.com/PCSX2/pcsx2.git
gsdx-ogl: don't declare a sampler variable
Nvidia was complaining on the fxaa shader. In doubt I also replaced it in Asmodean's shader
This commit is contained in:
parent
60f7ec03c2
commit
d21e6ff45f
|
@ -515,13 +515,12 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
|
|||
|
||||
float4 FxaaPass(float4 FxaaColor, float2 texcoord)
|
||||
{
|
||||
FxaaTex tex;
|
||||
|
||||
#if(GLSL == 1)
|
||||
tex = TextureSampler;
|
||||
vec2 PixelSize = textureSize(tex, 0);
|
||||
FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
FxaaColor = FxaaPixelShader(texcoord, TextureSampler, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#else
|
||||
FxaaTex tex;
|
||||
|
||||
tex.tex = Texture;
|
||||
tex.smpl = TextureSampler;
|
||||
FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
|
|
|
@ -527,9 +527,9 @@ float4 FxaaPass(float4 FxaaColor, float2 uv0)
|
|||
float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
||||
#endif
|
||||
{
|
||||
FxaaTex tex;
|
||||
|
||||
#if (SHADER_MODEL >= 0x400)
|
||||
FxaaTex tex;
|
||||
tex.tex = Texture;
|
||||
tex.smpl = TextureSampler;
|
||||
|
||||
|
@ -538,12 +538,11 @@ float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)
|
|||
|
||||
#elif (FXAA_GLSL_130 == 1)
|
||||
|
||||
tex = TextureSampler;
|
||||
vec2 PixelSize = textureSize(tex, 0);
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
vec2 PixelSize = textureSize(TextureSampler, 0);
|
||||
FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
|
||||
#else
|
||||
|
||||
FxaaTex tex;
|
||||
tex = TextureSampler;
|
||||
FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
||||
#endif
|
||||
|
|
|
@ -2053,9 +2053,9 @@ static const char* fxaa_fx =
|
|||
"float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0)\n"
|
||||
"#endif\n"
|
||||
"{\n"
|
||||
" FxaaTex tex;\n"
|
||||
"\n"
|
||||
" #if (SHADER_MODEL >= 0x400)\n"
|
||||
" FxaaTex tex;\n"
|
||||
" tex.tex = Texture;\n"
|
||||
" tex.smpl = TextureSampler;\n"
|
||||
"\n"
|
||||
|
@ -2064,12 +2064,11 @@ static const char* fxaa_fx =
|
|||
"\n"
|
||||
" #elif (FXAA_GLSL_130 == 1)\n"
|
||||
"\n"
|
||||
" tex = TextureSampler;\n"
|
||||
" vec2 PixelSize = textureSize(tex, 0);\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
" vec2 PixelSize = textureSize(TextureSampler, 0);\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, TextureSampler, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
"\n"
|
||||
" #else\n"
|
||||
"\n"
|
||||
" FxaaTex tex;\n"
|
||||
" tex = TextureSampler;\n"
|
||||
" FxaaColor = FxaaPixelShader(uv0, tex, PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);\n"
|
||||
" #endif\n"
|
||||
|
|
Loading…
Reference in New Issue