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-rw-r--r--src/video_core/host_shaders/present_gaussian.frag14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/video_core/host_shaders/present_gaussian.frag b/src/video_core/host_shaders/present_gaussian.frag
index ad9bb76a4..78edeb9b4 100644
--- a/src/video_core/host_shaders/present_gaussian.frag
+++ b/src/video_core/host_shaders/present_gaussian.frag
@@ -46,14 +46,14 @@ vec4 blurDiagonal(sampler2D textureSampler, vec2 coord, vec2 norm) {
}
void main() {
- vec3 base = texture(color_texture, vec2(frag_tex_coord)).rgb * weight[0];
+ vec4 base = texture(color_texture, vec2(frag_tex_coord)) * weight[0];
vec2 tex_offset = 1.0f / textureSize(color_texture, 0);
// TODO(Blinkhawk): This code can be optimized through shader group instructions.
- vec3 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset).rgb;
- vec3 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset).rgb;
- vec3 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset).rgb;
- vec3 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0)).rgb;
- vec3 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
- color = vec4(combination + base, 1.0f);
+ vec4 horizontal = blurHorizontal(color_texture, frag_tex_coord, tex_offset);
+ vec4 vertical = blurVertical(color_texture, frag_tex_coord, tex_offset);
+ vec4 diagonalA = blurDiagonal(color_texture, frag_tex_coord, tex_offset);
+ vec4 diagonalB = blurDiagonal(color_texture, frag_tex_coord, tex_offset * vec2(1.0, -1.0));
+ vec4 combination = mix(mix(horizontal, vertical, 0.5f), mix(diagonalA, diagonalB, 0.5f), 0.5f);
+ color = combination + base;
}