diff options
Diffstat (limited to 'src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh')
-rw-r--r-- | src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh | 10 |
1 files changed, 5 insertions, 5 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; |