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Diffstat (limited to 'src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc')
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc b/src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc
index 162461d145b..e6a4eb79edb 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/xbr/fs_xbr-lv3.sc
@@ -5,7 +5,7 @@ $input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4, v_texcoo
/*
Hyllian's xBR-lv3 Shader
-
+
Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
@@ -154,7 +154,7 @@ void main()
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
// These inequations define the line below which interpolation occurs.
- vec4 fx = (Ao * fp.y + Bo * fp.x);
+ vec4 fx = (Ao * fp.y + Bo * fp.x);
vec4 fx_left = (Ax * fp.y + Bx * fp.x);
vec4 fx_up = (Ay * fp.y + By * fp.x);
vec4 fx3_left= (Az * fp.y + Bz * fp.x);
@@ -189,7 +189,7 @@ void main()
vec4 edr = vec4(lessThan(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance( h, d, i5, f, i4, b, e, i))) * interp_restriction_lv1;
vec4 edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT.xxxx * df(f,g), df(h,c))) * interp_restriction_lv2_left;
vec4 edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT.xxxx * df(h,c))) * interp_restriction_lv2_up;
-
+
vec4 edr3_left = interp_restriction_lv3_left;
vec4 edr3_up = interp_restriction_lv3_up;
@@ -232,4 +232,4 @@ void main()
vec3 res = mix(res1, res2, E_mix);
gl_FragColor = vec4(res, 1.0);
-} \ No newline at end of file
+}