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https://github.com/blawar/GLideN64.git
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Fix bilinear filtering shader for GLES2.
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37cc010e85
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@ -1617,7 +1617,7 @@ public:
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" texSize = uTextureSize[0]; \n"
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" else \n"
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" texSize = uTextureSize[1]; \n"
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" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
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" mediump vec2 offset = fract(texCoord*texSize - vec2(0.5)); \n"
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" offset -= step(1.0, offset.x + offset.y); \n"
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" lowp vec4 c0 = TEX_OFFSET(offset); \n"
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" lowp vec4 c1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
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@ -1641,11 +1641,11 @@ public:
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" offset -= step(1.0, offset.x + offset.y); \n"
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" lowp vec4 zero = vec4(0.0); \n"
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" \n"
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" lowp vec4 p0q0 = TEX_OFFSET(offset, tex, texCoord); \n"
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" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y), tex, texCoord);\n"
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" lowp vec4 p0q0 = TEX_OFFSET(offset); \n"
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" lowp vec4 p1q0 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y)); \n"
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" \n"
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" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y)), tex, texCoord);\n"
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" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)), tex, texCoord);\n"
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" lowp vec4 p0q1 = TEX_OFFSET(vec2(offset.x, offset.y - sign(offset.y))); \n"
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" lowp vec4 p1q1 = TEX_OFFSET(vec2(offset.x - sign(offset.x), offset.y - sign(offset.y)));\n"
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" \n"
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" mediump vec2 interpolationFactor = abs(offset); \n"
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" lowp vec4 pInterp_q0 = mix( p0q0, p1q0, interpolationFactor.x ); \n" // Interpolates top row in X direction.
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