diff --git a/shaders/dimensions/composite3.fsh b/shaders/dimensions/composite3.fsh index 833c096..9d49ff6 100644 --- a/shaders/dimensions/composite3.fsh +++ b/shaders/dimensions/composite3.fsh @@ -319,7 +319,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler float edgeSum = 0.0; float threshold = 0.005; - vec2 UV = gl_FragCoord.xy + 1 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2; + vec2 UV = gl_FragCoord.xy + 2 + (ivec2(gl_FragCoord.xy + frameCounter)%2)*2; const ivec2 SCALE = ivec2(1.0/VL_RENDER_RESOLUTION); ivec2 UV_DEPTH = ivec2(UV*VL_RENDER_RESOLUTION)*SCALE; ivec2 UV_COLOR = ivec2(UV*VL_RENDER_RESOLUTION); @@ -354,9 +354,7 @@ vec4 bilateralUpsample(out float outerEdgeResults, float referenceDepth, sampler } vec4 VLTemporalFiltering(vec3 viewPos, in float referenceDepth, sampler2D depth){ - // workaround texture filter putting a small offset on the tex - 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 offsetTexcoord = gl_FragCoord.xy*texelSize; vec2 VLtexCoord = offsetTexcoord * VL_RENDER_RESOLUTION; // get previous frames position stuff for UV