diff options
Diffstat (limited to 'src/render/shaders/glsl/blur1.glsl')
| -rw-r--r-- | src/render/shaders/glsl/blur1.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/render/shaders/glsl/blur1.glsl b/src/render/shaders/glsl/blur1.glsl index 86a37d88..8d9e39ae 100644 --- a/src/render/shaders/glsl/blur1.glsl +++ b/src/render/shaders/glsl/blur1.glsl @@ -104,10 +104,10 @@ vec4 blur1(vec2 v_texcoord, sampler2D tex, float radius, vec2 halfpixel, int pas // That garbage maps to 0.0-1.0 range with UINT8 buffer and doesn't have any significant impact on the end result. // FP16 garbage maps to -65,504 - 65,504 and defines the end result. Clamp it here to 0.0 - 1.0 to get the same quality outcome as with UINT8. // Rerendering an undamaged area to get some insignificant color accuracy increase on blur edges isn't worth it. - sum += clamp(texture(tex, uv - halfpixel.xy * radius), 0.0, 1.0); - sum += clamp(texture(tex, uv + halfpixel.xy * radius), 0.0, 1.0); - sum += clamp(texture(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius), 0.0, 1.0); - sum += clamp(texture(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius), 0.0, 1.0); + sum += texture(tex, uv - halfpixel.xy * radius); + sum += texture(tex, uv + halfpixel.xy * radius); + sum += texture(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); + sum += texture(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); vec4 color = sum / 8.0; |
