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Shifts intermediate buffer sampling into the middle of each pixel row.

This commit is contained in:
Thomas Harte 2018-11-17 17:31:32 -05:00
parent c173777d12
commit 06c0c64c1a

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@ -74,7 +74,7 @@ std::string ScanTarget::glsl_default_vertex_shader(ShaderType type) {
"float lateral = float(gl_VertexID & 1);"
"float longitudinal = float((gl_VertexID & 2) >> 1);"
"textureCoordinate = vec2(lateral * processingWidth, lineY) / vec2(1.0, textureSize(textureName, 0).y);"
"textureCoordinate = vec2(lateral * processingWidth, lineY + 0.5) / vec2(1.0, textureSize(textureName, 0).y);"
"vec2 centrePoint = mix(startPoint, endPoint, lateral) / scale;"
"vec2 height = normalize(endPoint - startPoint).yx * (longitudinal - 0.5) * rowHeight;"