tiny offset to try and counteract texture filtering offset

This commit is contained in:
Xonk
2025-03-13 20:10:46 -04:00
parent 2558bcd3b0
commit 0145368b66

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@ -354,9 +354,9 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler
} }
vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){ vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){
// workaround texture filter putting a small offset on the tex
vec2 offsetTexcoord = (gl_FragCoord.xy )*texelSize; float cursedOffset = (VL_RENDER_RESOLUTION < 0.3 ? 2.0 : VL_RENDER_RESOLUTION < 0.6 ? 1.0 : 0.0);
vec2 offsetTexcoord = (gl_FragCoord.xy + cursedOffset)*texelSize;
vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION; vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION;
// get previous frames position stuff for UV // get previous frames position stuff for UV