gl_rasiterzer/proctex: revert back to round() for Nearest sampling
This change to floor() was made in 2927c88
, which was a result of doing some hwtest. It turned out that it was buggy edge cases in PICA, and for most cases round() still applies
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@ -1158,8 +1158,7 @@ float ProcTexNoiseCoef(vec2 x) {
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapLinear:
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case ProcTexFilter::NearestMipmapNearest:
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case ProcTexFilter::NearestMipmapNearest:
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out += "lut_coord += lut_offset;\n";
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out += "lut_coord += lut_offset;\n";
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// Note: float->int conversion here is indeed floor, not round
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out += "return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
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out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + "
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"proctex_lut_offset);\n";
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"proctex_lut_offset);\n";
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break;
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break;
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}
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}
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