Opengl: fix real XFB sample positions

(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
This commit is contained in:
degasus 2013-11-24 05:39:40 +01:00
parent eef2cddfd7
commit 994426b3dc

View File

@ -69,8 +69,8 @@ void CreatePrograms()
"COLOROUT(ocol0)\n"
"void main()\n"
"{\n"
" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
" vec3 c0 = texture2DRect(samp9, uv0 - dFdx(uv0) * 0.25).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + dFdx(uv0) * 0.25).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n"