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-rw-r--r--hlsl/distortion.fx6
1 files changed, 3 insertions, 3 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index b864d72348f..1524f27757c 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -196,9 +196,9 @@ float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
// reduce smooth amount down to radius amount
smoothAmount = min(smoothAmount, radiusAmount);
- float range = min(ScreenDims.x, ScreenDims.y) * 0.5;
- float radius = range * max(radiusAmount, 0.01f);
- float smooth = 1.0 / (range * max(smoothAmount, 0.01f));
+ float range = min(QuadDims.x, QuadDims.y) * 0.5;
+ float radius = range * max(radiusAmount, 0.0025f);
+ float smooth = 1.0 / (range * max(smoothAmount, 0.0025f));
// compute box
float box = roundBox(ScreenDims * (coord * 2.0f), ScreenDims * RatioCorrection, radius);