fix #23 by added fudge to texture sample

Another case sampling the wrong location fixed by adding vec2(.01, .01)...
This commit is contained in:
Brad Grantham 2018-07-20 20:28:16 -07:00
parent a9aefa583a
commit 94e1fc1c6d

View File

@ -356,7 +356,7 @@ static const char *hirescolor_fragment_shader = "\n\
} else { \n\
uint even = (x % 2 == 1) ? left : pixel; \n\
uint odd = (x % 2 == 1) ? pixel : right; \n\
uint palette = uint(texture(hires_texture, vec2((x / 7) * 8 + 7, raster_coords.y) * hires_texture_coord_scale).x); \n\
uint palette = uint(texture(hires_texture, vec2((x / 7) * 8 + 7 + .01f, raster_coords.y + .01f) * hires_texture_coord_scale).x); \n\
\n\
if(palette == 0u) { \n\
if((even == 0u) && (odd == 255u)) { \n\