Don't use derivatives in vertex shader

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João Capucho 2021-08-04 23:14:08 +01:00
parent a465813965
commit c4214fedbe
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@ -105,10 +105,10 @@ vec2 textureBicubic16(texture2D tex, sampler sampl, vec2 texCoords) {
/* // Correct for map rotaton. /* // Correct for map rotaton.
offset.zw = 1.0 - offset.zw; */ offset.zw = 1.0 - offset.zw; */
vec4 sample0_v4 = texture(sampler2D(tex, sampl), offset.xz); vec4 sample0_v4 = textureLod(sampler2D(tex, sampl), offset.xz, 0);
vec4 sample1_v4 = texture(sampler2D(tex, sampl), offset.yz); vec4 sample1_v4 = textureLod(sampler2D(tex, sampl), offset.yz, 0);
vec4 sample2_v4 = texture(sampler2D(tex, sampl), offset.xw); vec4 sample2_v4 = textureLod(sampler2D(tex, sampl), offset.xw, 0);
vec4 sample3_v4 = texture(sampler2D(tex, sampl), offset.yw); vec4 sample3_v4 = textureLod(sampler2D(tex, sampl), offset.yw, 0);
vec2 sample0 = sample0_v4.rb / 256.0 + sample0_v4.ga; vec2 sample0 = sample0_v4.rb / 256.0 + sample0_v4.ga;
vec2 sample1 = sample1_v4.rb / 256.0 + sample1_v4.ga; vec2 sample1 = sample1_v4.rb / 256.0 + sample1_v4.ga;
vec2 sample2 = sample2_v4.rb / 256.0 + sample2_v4.ga; vec2 sample2 = sample2_v4.rb / 256.0 + sample2_v4.ga;