ebiten: bug fix: wrong interpolation in the screen shader

This commit is contained in:
Hajime Hoshi 2023-08-31 13:28:01 +09:00
parent 0e1b73f94f
commit 9ad9bc9ed9

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@ -42,7 +42,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
c3 := imageSrc0UnsafeAt(p1) c3 := imageSrc0UnsafeAt(p1)
// p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1). // p is the p1 value in one pixel assuming that the pixel's upper-left is (0, 0) and the lower-right is (1, 1).
rate := clamp(fract(p1), 0, 1) rate := clamp(fract(p1)*scale, 0, 1)
return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y) return mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
} }
` `