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glsl: use fragCoord to decide interlacing

This commit is contained in:
Megamouse 2024-01-31 15:18:38 +01:00
parent 4e8130bd99
commit ac9afbfede
2 changed files with 4 additions and 4 deletions

View File

@ -158,7 +158,7 @@ namespace glsl
;
}
void insert_rop(std::ostream& OS, const shader_properties& props)
void insert_rop(std::ostream& OS, const shader_properties& /*props*/)
{
OS <<
#include "GLSLSnippets//RSXProg/RSXROPEpilogue.glsl"

View File

@ -99,7 +99,7 @@ vec4 read_source()
? texture(fs0, tc0 * ou_single_matrix)
: texture(fs0, (tc0 * ou_single_matrix) + vec2(0.f, 0.020408f));
case STEREO_MODE_INTERLACED:
return (mod(textureSize(fs0, 0).y * tc0.y, 2.f) < 1.f)
return ((int(gl_FragCoord.y) & 1) > 0)
? texture(fs0, tc0 * left_single_matrix)
: texture(fs0, (tc0 * left_single_matrix) + right_single_matrix);
default: // undefined behavior
@ -126,7 +126,7 @@ vec4 read_source()
? texture(fs0, (tc0 * ou_multi_matrix))
: texture(fs1, (tc0 * ou_multi_matrix) + vec2(0.f, -1.f));
case STEREO_MODE_INTERLACED:
return (mod(textureSize(fs0, 0).y * tc0.y, 2.f) < 1.f)
return ((int(gl_FragCoord.y) & 1) > 0)
? texture(fs0, tc0)
: texture(fs1, tc0);
default: // undefined behavior