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path: root/src/osd/modules/opengl/shader/glsl_bilinear_rgb32_dir.fsh
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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.fsh10
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;