small tweaks to bilateral upsample filter

This commit is contained in:
Xonk
2025-03-13 20:03:07 -04:00
parent 1faf3d62fd
commit 2558bcd3b0
2 changed files with 6 additions and 5 deletions

View File

@ -501,7 +501,7 @@ void main() {
vec2 BN = fract(r2_sequence + bnoise);
// vec2 tc = floor(gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize + texelSize*0.5;
vec2 tc = (gl_FragCoord.xy)/VL_RENDER_RESOLUTION*texelSize;
vec2 tc = (gl_FragCoord.xy - 0.5)/VL_RENDER_RESOLUTION*texelSize;
bool iswater = texture2D(colortex7,tc).a > 0.99;
@ -510,7 +510,7 @@ void main() {
float z0 = depth < 0.56 ? convertHandDepth(depth) : depth;
#ifdef DISTANT_HORIZONS
float DH_z0 = texture2D(dhDepthTex,tc).x;
float DH_z0 = texelFetch2D(dhDepthTex, ivec2(tc/texelSize),0).x;
#else
float DH_z0 = 0.0;
#endif