mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 01:22:37 -06:00
Merge pull request #4174 from wwylele/proctex-round-fix
gl_rasiterzer/proctex: revert back to round() for Nearest sampling
This commit is contained in:
commit
12bba80d48
1 changed files with 1 additions and 2 deletions
|
@ -1158,8 +1158,7 @@ float ProcTexNoiseCoef(vec2 x) {
|
||||||
case ProcTexFilter::NearestMipmapLinear:
|
case ProcTexFilter::NearestMipmapLinear:
|
||||||
case ProcTexFilter::NearestMipmapNearest:
|
case ProcTexFilter::NearestMipmapNearest:
|
||||||
out += "lut_coord += lut_offset;\n";
|
out += "lut_coord += lut_offset;\n";
|
||||||
// Note: float->int conversion here is indeed floor, not round
|
out += "return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
|
||||||
out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + "
|
|
||||||
"proctex_lut_offset);\n";
|
"proctex_lut_offset);\n";
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue