fix for 4x super sampling AA.

make the distance of the samples from the center smaller to minimize errors.
This commit is contained in:
Rodolfo Bogado
2013-08-11 12:26:20 -03:00
parent 3066d8471e
commit a1d8d8ce87
2 changed files with 18 additions and 12 deletions

View File

@ -177,12 +177,14 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
"in float uv1 : TEXCOORD1){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n");
break;
case 1: // 1 Samples SSAA
WRITE(p, "in float2 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1){\n"
"float4 texcol = tex2D(samp0,uv0.xy);\n");
case 1: // 4 Samples in 4x SSAA buffer
WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"
"in float4 uv3 : TEXCOORD3){\n"
"float4 texcol = (tex2D(samp0,uv2.xy) + tex2D(samp0,uv2.wz) + tex2D(samp0,uv3.xy) + tex2D(samp0,uv3.wz))*0.25f;\n");
break;
case 2: // 4 Samples SSAA
case 2: // 4 Samples in 9x SSAA buffer
WRITE(p, "in float4 uv0 : TEXCOORD0,\n"
"in float uv1 : TEXCOORD1,\n"
"in float4 uv2 : TEXCOORD2,\n"