Apply offset to bilinearly filtered texture

This commit is contained in:
Mahmood - Zer0xFF 2019-07-19 00:14:25 +01:00
parent 0f0a010939
commit 5dd521c8fd

View file

@ -229,6 +229,7 @@ Framework::OpenGl::CShader CGSH_OpenGL::GenerateFragmentShader(const SHADERCAPS&
}
else
{
shaderBuilder << " texCoord.st -= g_texelSize.st * 0.5;" << std::endl;
shaderBuilder << " float tlIdx = texture(g_texture, texCoord.st ).r * 255.0;" << std::endl;
shaderBuilder << " float trIdx = texture(g_texture, texCoord.st + vec2(g_texelSize.x, 0) ).r * 255.0;" << std::endl;
shaderBuilder << " float blIdx = texture(g_texture, texCoord.st + vec2(0, g_texelSize.y) ).r * 255.0;" << std::endl;