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graphics: Bug fix: pixel coord is upper-left by default
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@ -104,6 +104,7 @@ void main(void) {
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// adjustment, texels can be exactly as same values as the (lower and left) edges'
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// adjustment, texels can be exactly as same values as the (lower and left) edges'
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// positions and it could happen that outside of the source is rendered. (#491)
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// positions and it could happen that outside of the source is rendered. (#491)
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// 1.0 / 4096.0 is an arbitrary number that doesn't cause problems on MacBook Pro.
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// 1.0 / 4096.0 is an arbitrary number that doesn't cause problems on MacBook Pro.
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// TODO: Adding is better?
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pos.x = min(varying_tex_coord_max.x - 1.0 / 4096.0, pos.x);
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pos.x = min(varying_tex_coord_max.x - 1.0 / 4096.0, pos.x);
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pos.y = min(varying_tex_coord_max.y - 1.0 / 4096.0, pos.y);
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pos.y = min(varying_tex_coord_max.y - 1.0 / 4096.0, pos.y);
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@ -120,7 +121,6 @@ void main(void) {
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#if defined(FILTER_LINEAR)
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#if defined(FILTER_LINEAR)
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pos = roundTexel(pos);
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pos = roundTexel(pos);
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 texel_size = 1.0 / source_size;
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pos -= texel_size * 0.5;
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highp vec2 p0 = pos;
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highp vec2 p0 = pos;
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highp vec2 p1 = pos + texel_size;
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highp vec2 p1 = pos + texel_size;
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@ -152,7 +152,6 @@ void main(void) {
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#if defined(FILTER_SCREEN)
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#if defined(FILTER_SCREEN)
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pos = roundTexel(pos);
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pos = roundTexel(pos);
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highp vec2 texel_size = 1.0 / source_size;
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highp vec2 texel_size = 1.0 / source_size;
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pos -= texel_size * 0.5 / scale;
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highp vec2 p0 = pos;
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highp vec2 p0 = pos;
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highp vec2 p1 = pos + texel_size / scale;
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highp vec2 p1 = pos + texel_size / scale;
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@ -162,7 +161,7 @@ void main(void) {
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vec4 c3 = texture2D(texture, p1);
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vec4 c3 = texture2D(texture, p1);
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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// Texels must be in the source rect, so it is not necessary to check that like linear filter.
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vec2 rate = clamp((fract(pos * source_size) - 0.5) * scale + 0.5, 0.0, 1.0);
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vec2 rate = clamp((fract(pos * source_size) - vec2(0.5, 0.5)) * scale + vec2(0.5, 0.5), vec2(0.0, 0.), vec2(1.0, 1.0));
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vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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#endif
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#endif
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