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-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/xbr/super-xbr/fs_custom-jinc2-sharper.sc8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/xbr/super-xbr/fs_custom-jinc2-sharper.sc b/src/osd/modules/render/bgfx/shaders/chains/xbr/super-xbr/fs_custom-jinc2-sharper.sc
index 0abd7ff41c9..fdf14bd393b 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/xbr/super-xbr/fs_custom-jinc2-sharper.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/xbr/super-xbr/fs_custom-jinc2-sharper.sc
@@ -5,7 +5,7 @@ $input v_texcoord0, v_color0
/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
-
+
Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
*/
@@ -22,10 +22,10 @@ SAMPLER2D(s_p, 0);
This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
where r1 and r2 are the first two zeros of jinc function.
For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
- */
+ */
// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
-// Increase A to get more blur. Decrease it to get a sharper picture.
+// Increase A to get more blur. Decrease it to get a sharper picture.
// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
#define halfpi 1.5707963267948966192313216916398
@@ -131,4 +131,4 @@ void main()
// final sum and weight normalization
gl_FragColor = vec4(color, 1);
-} \ No newline at end of file
+}