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
This commit is contained in:
parent
b4fdce0c2c
commit
99f4ea999c
1 changed files with 1 additions and 2 deletions
|
@ -1158,8 +1158,7 @@ float ProcTexNoiseCoef(vec2 x) {
|
|||
case ProcTexFilter::NearestMipmapLinear:
|
||||
case ProcTexFilter::NearestMipmapNearest:
|
||||
out += "lut_coord += lut_offset;\n";
|
||||
// Note: float->int conversion here is indeed floor, not round
|
||||
out += "return texelFetch(texture_buffer_lut_rgba, int(lut_coord) + "
|
||||
out += "return texelFetch(texture_buffer_lut_rgba, int(round(lut_coord)) + "
|
||||
"proctex_lut_offset);\n";
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue