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Correct LOD calculation. Not sure, that it is correct.

This commit is contained in:
Sergey Lipskiy 2013-07-04 16:35:37 +07:00
parent 1ac9e4e696
commit 758e0efbff

View File

@ -242,12 +242,13 @@ static const char* fragment_shader_calc_lod =
" lod = distance(lodtex0, lodtex1); \n"
" } \n"
" } \n"
" if (texture_detail > 0 && lod < min_lod) \n"
" lod = min_lod; \n"
//" if (texture_detail > 0 && lod < min_lod) \n"
//" if (lod < min_lod) \n"
//" lod = min_lod; \n"
" if (lod < 1.0) \n"
" return 0.0; \n"
" return min_lod; \n"
" float tile = min(float(max_tile), floor(log2(floor(lod)))); \n"
" return fract(lod/pow(2.0, tile)); \n"
" return max(min_lod, fract(lod/pow(2.0, tile))); \n"
"} \n"
;