fix some errors to work as on GLSL

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metallic77 2023-03-21 09:00:58 +02:00 committed by GitHub
parent 2b30c6089f
commit 5d5fd86aff
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@ -8,8 +8,8 @@ layout(push_constant) uniform Push
} params;
// Parameter lines go here:
#pragma parameter blurx "Convergence X" 0.25 -2.0 2.0 0.05
#pragma parameter blury "Convergence Y" -0.15 -2.0 2.0 0.05
#pragma parameter blurx "Convergence X" 0.25 -4.0 4.0 0.05
#pragma parameter blury "Convergence Y" -0.15 -4.0 4.0 0.05
#pragma parameter warpx "Curvature X" 0.03 0.0 0.12 0.01
#pragma parameter warpy "Curvature Y" 0.04 0.0 0.12 0.01
#pragma parameter corner "Corner size" 0.01 0.0 0.10 0.01
@ -409,9 +409,9 @@ void main()
res = texture(Source, pC4);
else
{
vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blurx / 1000.0)).rgb;
vec3 sample1 = texture(Source, vec2(pC4.x + global.blurx / 1000.0, pC4.y - global.blury / 1000.0)).rgb;
vec3 sample2 = texture(Source, pC4).rgb;
vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blurx / 1000.0)).rgb;
vec3 sample3 = texture(Source, vec2(pC4.x - global.blurx / 1000.0, pC4.y + global.blury / 1000.0)).rgb;
vec3 color = vec3(sample1.r * 0.5 + sample2.r * 0.5,
sample1.g * 0.25 + sample2.g * 0.5 + sample3.g * 0.25,