[NG3] Fix truncation in scaling VS

Looks like all VS are using int devision they need to be in float for
uneven resolutions.
This commit is contained in:
getdls 2018-11-03 10:16:09 +01:00
parent 9d08710c29
commit d8964c6878
2 changed files with 5 additions and 4 deletions

View File

@ -4,8 +4,9 @@
#extension GL_ARB_shading_language_packing : enable
// shader 7a641a67c4009f7f //Blur
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedVS[8];
uniform vec2 uf_windowSpaceToClipSpaceTransform;

View File

@ -4,8 +4,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader fd6c2e800481a180 //Cinematic bloom
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedVS[8];