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-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh10
-rw-r--r--src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c63
2 files changed, 36 insertions, 37 deletions
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
index 97278c65df5..cd068f8babe 100644
--- a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
@@ -13,8 +13,6 @@ uniform vec4 vid_attributes; // gamma, contrast, brightness
void main()
{
- vec2 xy = gl_TexCoord[0].st;
-
// mix(x,y,a): x*(1-a) + y*a
//
// bilinear filtering includes 2 mix:
@@ -25,9 +23,11 @@ void main()
//
// so we can use the build in mix function for these 2 computations ;-)
//
- vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);
- vec2 one = 1.0/color_texture_pow2_sz;
-
+ vec2 pixel = gl_TexCoord[0].st * color_texture_pow2_sz - 0.5;
+ vec2 uv_ratio = fract(pixel);
+ vec2 one = 1.0 / color_texture_pow2_sz;
+ vec2 xy = (floor(pixel) + 0.5) * one;
+
#if 1
vec4 col, col2;
diff --git a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
index 839daf76d5b..21d254e3128 100644
--- a/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
+++ b/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh.c
@@ -1,7 +1,6 @@
-// license:BSD-3-Clause
-// copyright-holders:Sven Gothel
const char glsl_bilinear_rgb32_dir_fsh_src[] =
-"\n"
+"// license:BSD-3-Clause\n"
+"// copyright-holders:Sven Gothel\n"
"#pragma optimize (on)\n"
"#pragma debug (off)\n"
"\n"
@@ -15,43 +14,43 @@ const char glsl_bilinear_rgb32_dir_fsh_src[] =
"\n"
"void main()\n"
"{\n"
-" vec2 xy = gl_TexCoord[0].st;\n"
-"\n"
-" // mix(x,y,a): x*(1-a) + y*a\n"
-" //\n"
-" // bilinear filtering includes 2 mix:\n"
-" //\n"
-" // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio\n"
-" // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio\n"
-" // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio\n"
-" //\n"
-" // so we can use the build in mix function for these 2 computations ;-)\n"
-" //\n"
-" vec2 uv_ratio = fract(xy*color_texture_pow2_sz); // xy*color_texture_pow2_sz - floor(xy*color_texture_pow2_sz);\n"
-" vec2 one = 1.0/color_texture_pow2_sz;\n"
-"\n"
+" // mix(x,y,a): x*(1-a) + y*a\n"
+" //\n"
+" // bilinear filtering includes 2 mix:\n"
+" //\n"
+" // pix1 = tex[x0][y0] * ( 1 - u_ratio ) + tex[x1][y0] * u_ratio\n"
+" // pix2 = tex[x0][y1] * ( 1 - u_ratio ) + tex[x1][y1] * u_ratio\n"
+" // fin = pix1 * ( 1 - v_ratio ) + pix2 * v_ratio\n"
+" //\n"
+" // so we can use the build in mix function for these 2 computations ;-)\n"
+" //\n"
+" vec2 pixel = gl_TexCoord[0].st * color_texture_pow2_sz - 0.5;\n"
+" vec2 uv_ratio = fract(pixel);\n"
+" vec2 one = 1.0 / color_texture_pow2_sz;\n"
+" vec2 xy = (floor(pixel) + 0.5) * one;\n"
+" \n"
"#if 1\n"
-" vec4 col, col2;\n"
+" vec4 col, col2;\n"
"\n"
-" col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n"
-" col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);\n"
-" col = mix ( col, col2, uv_ratio.y );\n"
+" col = mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x);\n"
+" col2 = mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x);\n"
+" col = mix ( col, col2, uv_ratio.y );\n"
"#else\n"
-" // doesn't work on MacOSX GLSL engine ..\n"
-" //\n"
-" vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),\n"
-" mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );\n"
+" // doesn't work on MacOSX GLSL engine ..\n"
+" //\n"
+" vec4 col = mix ( mix( TEX2D(xy ), TEX2D(xy + vec2(one.x, 0.0)), uv_ratio.x),\n"
+" mix( TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one ), uv_ratio.x), uv_ratio.y );\n"
"#endif\n"
"\n"
-" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
+" // gamma, contrast, brightness equation from: rendutil.h / apply_brightness_contrast_gamma_fp\n"
"\n"
"#ifdef DO_GAMMA\n"
-" // gamma/contrast/brightness\n"
-" vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
-" gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+" // gamma/contrast/brightness\n"
+" vec4 gamma = vec4(1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 1.0 / vid_attributes.r, 0.0);\n"
+" gl_FragColor = ( pow ( col, gamma ) * vid_attributes.g) + vid_attributes.b - 1.0;\n"
"#else\n"
-" // contrast/brightness\n"
-" gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;\n"
+" // contrast/brightness\n"
+" gl_FragColor = ( col * vid_attributes.g) + vid_attributes.b - 1.0;\n"
"#endif\n"
"}\n"
"\n"