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authorFernandoS27 <fsahmkow27@gmail.com>2021-10-29 17:45:02 +0200
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-16 22:11:33 +0100
commitd46a71e786b42ecfe702ae00e01e6dcdf9121875 (patch)
treefb3a9efb9fecb508a71ffb920e45efd20a7e0d13 /src
parentTexture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs. (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/host_shaders/present_gaussian.frag4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag
index 72a300dac..66fed3238 100644
--- a/src/video_core/host_shaders/present_gaussian.frag
+++ b/src/video_core/host_shaders/present_gaussian.frag
@@ -63,8 +63,8 @@ void main() {
// TODO(Blinkhawk): This code can be optimized through shader group instructions.
vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
- vec3 diagonalA = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
- vec3 diagonalB = blurVertical(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
+ vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb;
+ vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
color = vec4(combination + base, 1.0f);
}