Add GS scaling workaround logic

This commit is contained in:
Kieran Hanrahan 2016-02-12 21:29:18 +00:00
parent 5ace5a5d8e
commit eec86488e8
1 changed files with 17 additions and 4 deletions

View File

@ -2112,7 +2112,8 @@ float3 ToSrgb(float3 c)
float3 Fetch(float2 pos, float2 off)
{
float2 res = (screenSize * ResolutionScale);
float2 crtRes = float2(CRTSizeX, CRTSizeY);
float2 res = (crtRes * ResolutionScale);
pos = floor(pos * res + off) / res;
if(max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return float3(0.0, 0.0, 0.0); }
@ -2121,7 +2122,8 @@ float3 Fetch(float2 pos, float2 off)
float2 Dist(float2 pos)
{
float2 res = (screenSize * ResolutionScale);
float2 crtRes = float2(CRTSizeX, CRTSizeY);
float2 res = (crtRes * ResolutionScale);
pos = (pos * res);
return -((pos - floor(pos)) - float2(0.5, 0.5));
}
@ -2256,10 +2258,21 @@ float4 LottesCRTPass(float4 color, float2 texcoord, float4 fragcoord)
{
#if GLSL == 1
fragcoord = gl_FragCoord;
float2 inSize = textureSize(TextureSampler, 0);
#else
float2 inSize;
Texture.GetDimensions(inSize.x, inSize.y);
#endif
float2 pos = Warp(texcoord);
float2 pos = Warp(fragcoord.xy / inSize);
#if ShadowMask == 0
color.rgb = Tri(pos);
#else
color.rgb = Tri(pos) * Mask(fragcoord.xy);
#endif
color.rgb = ToSrgb(color.rgb);
color.a = 1.0;
@ -2284,7 +2297,7 @@ float rand(float2 pos)
bool is_within_threshold(float3 original, float3 other)
{
#if GLSL == 1
#if GLSL == 1
bvec3 cond = notEqual(max(abs(original - other) - DebandThreshold, float3(0.0, 0.0, 0.0)), float3(0.0, 0.0, 0.0));
return !any(cond).x;
#else