Object Mode: Outlines: Fix sample coordinates.
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@@ -40,8 +40,8 @@ void main()
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#ifdef GL_ARB_texture_gather
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vec2 texel_size = 1.0 / vec2(textureSize(outlineId, 0).xy);
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vec2 uv1 = floor(gl_FragCoord.xy) * texel_size - texel_size;
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vec2 uv2 = floor(gl_FragCoord.xy) * texel_size;
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vec2 uv1 = ceil(gl_FragCoord.xy) * texel_size - texel_size;
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vec2 uv2 = ceil(gl_FragCoord.xy) * texel_size;
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/* Samples order is CW starting from top left. */
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uvec4 tmp1 = textureGather(outlineId, uv1);
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@@ -52,10 +52,10 @@ void main()
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#else
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uvec4 id;
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uint ref_id = texelFetch(outlineId, texel, 0).r;
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id.x = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
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id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
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id.z = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
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id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
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id.x = texelFetchOffset(outlineId, texel, 0, ivec2(-1, 0)).r;
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id.y = texelFetchOffset(outlineId, texel, 0, ivec2( 0, -1)).r;
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id.z = texelFetchOffset(outlineId, texel, 0, ivec2( 0, 1)).r;
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id.w = texelFetchOffset(outlineId, texel, 0, ivec2( 1, 0)).r;
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#endif
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float ref_depth = texelFetch(outlineDepth, texel, 0).r;
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