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CommonFilters: fix edge bleeding when using POT textures (LP 424640)

rdb 8 years ago
parent
commit
3eb91e38b5

+ 3 - 2
direct/src/filter/filter-bloomx.sha

@@ -12,8 +12,9 @@ void vshader(float4 vtx_position : POSITION,
   l_position=mul(mat_modelproj, vtx_position);
   l_position=mul(mat_modelproj, vtx_position);
   float2 c=(vtx_position.xz * texpad_src.xy) + texpad_src.xy;
   float2 c=(vtx_position.xz * texpad_src.xy) + texpad_src.xy;
   float offset = texpix_src.x;
   float offset = texpix_src.x;
-  l_texcoord0 = float4(c.x-offset* -4, c.x-offset* -3, c.x-offset* -2, c.y);
-  l_texcoord1 = float4(c.x-offset* -1, c.x-offset*  0, c.x-offset*  1, c.y);
+  float pad = texpad_src.x * 2;
+  l_texcoord0 = float4(min(c.x-offset* -4, pad), min(c.x-offset* -3, pad), min(c.x-offset* -2, pad), c.y);
+  l_texcoord1 = float4(min(c.x-offset* -1, pad), c.x-offset*  0, c.x-offset*  1, c.y);
   l_texcoord2 = float4(c.x-offset*  2, c.x-offset*  3, c.x-offset*  4, c.y);
   l_texcoord2 = float4(c.x-offset*  2, c.x-offset*  3, c.x-offset*  4, c.y);
 }
 }
 
 

+ 3 - 2
direct/src/filter/filter-bloomy.sha

@@ -12,8 +12,9 @@ void vshader(float4 vtx_position : POSITION,
   l_position=mul(mat_modelproj, vtx_position);
   l_position=mul(mat_modelproj, vtx_position);
   float2 c=(vtx_position.xz * texpad_src.xy) + texpad_src.xy;
   float2 c=(vtx_position.xz * texpad_src.xy) + texpad_src.xy;
   float offset = texpix_src.y;
   float offset = texpix_src.y;
-  l_texcoord0 = float4(c.y-offset* -4, c.y-offset* -3, c.y-offset* -2, c.x);
-  l_texcoord1 = float4(c.y-offset* -1, c.y-offset*  0, c.y-offset*  1, c.x);
+  float pad = texpad_src.y * 2;
+  l_texcoord0 = float4(min(c.y-offset* -4, pad), min(c.y-offset* -3, pad), min(c.y-offset* -2, pad), c.x);
+  l_texcoord1 = float4(min(c.y-offset* -1, pad), c.y-offset*  0, c.y-offset*  1, c.x);
   l_texcoord2 = float4(c.y-offset*  2, c.y-offset*  3, c.y-offset*  4, c.x);
   l_texcoord2 = float4(c.y-offset*  2, c.y-offset*  3, c.y-offset*  4, c.x);
 }
 }
 
 

+ 6 - 4
direct/src/filter/filter-blurx.sha

@@ -2,7 +2,7 @@
 //
 //
 //Cg profile arbvp1 arbfp1
 //Cg profile arbvp1 arbfp1
 
 
-void vshader(float4 vtx_position : POSITION, 
+void vshader(float4 vtx_position : POSITION,
              float2 vtx_texcoord0 : TEXCOORD0,
              float2 vtx_texcoord0 : TEXCOORD0,
              out float4 l_position : POSITION,
              out float4 l_position : POSITION,
       	     out float2 l_texcoord0 : TEXCOORD0,
       	     out float2 l_texcoord0 : TEXCOORD0,
@@ -17,16 +17,18 @@ void vshader(float4 vtx_position : POSITION,
 void fshader(float2 l_texcoord0 : TEXCOORD0,
 void fshader(float2 l_texcoord0 : TEXCOORD0,
              out float4 o_color : COLOR,
              out float4 o_color : COLOR,
              uniform float2 texpix_src,
              uniform float2 texpix_src,
+             uniform float4 texpad_src,
              uniform sampler2D k_src : TEXUNIT0)
              uniform sampler2D k_src : TEXUNIT0)
 {
 {
+  float pad = texpad_src.x * 2;
   float3 offset = float3(1.0*texpix_src.x, 2.0*texpix_src.x, 3.0*texpix_src.x);
   float3 offset = float3(1.0*texpix_src.x, 2.0*texpix_src.x, 3.0*texpix_src.x);
   o_color  = tex2D(k_src, l_texcoord0);
   o_color  = tex2D(k_src, l_texcoord0);
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.z, l_texcoord0.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.z, l_texcoord0.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.y, l_texcoord0.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.y, l_texcoord0.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.x, l_texcoord0.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x - offset.x, l_texcoord0.y));
-  o_color += tex2D(k_src, float2(l_texcoord0.x + offset.x, l_texcoord0.y));
-  o_color += tex2D(k_src, float2(l_texcoord0.x + offset.y, l_texcoord0.y));
-  o_color += tex2D(k_src, float2(l_texcoord0.x + offset.z, l_texcoord0.y));
+  o_color += tex2D(k_src, float2(min(l_texcoord0.x + offset.x, pad), l_texcoord0.y));
+  o_color += tex2D(k_src, float2(min(l_texcoord0.x + offset.y, pad), l_texcoord0.y));
+  o_color += tex2D(k_src, float2(min(l_texcoord0.x + offset.z, pad), l_texcoord0.y));
   o_color /= 7;
   o_color /= 7;
   o_color.w = 1;
   o_color.w = 1;
 }
 }

+ 6 - 4
direct/src/filter/filter-blury.sha

@@ -2,7 +2,7 @@
 //
 //
 //Cg profile arbvp1 arbfp1
 //Cg profile arbvp1 arbfp1
 
 
-void vshader(float4 vtx_position : POSITION, 
+void vshader(float4 vtx_position : POSITION,
              float2 vtx_texcoord0 : TEXCOORD0,
              float2 vtx_texcoord0 : TEXCOORD0,
              out float4 l_position : POSITION,
              out float4 l_position : POSITION,
       	     out float2 l_texcoord0 : TEXCOORD0,
       	     out float2 l_texcoord0 : TEXCOORD0,
@@ -17,16 +17,18 @@ void vshader(float4 vtx_position : POSITION,
 void fshader(float2 l_texcoord0 : TEXCOORD0,
 void fshader(float2 l_texcoord0 : TEXCOORD0,
              out float4 o_color : COLOR,
              out float4 o_color : COLOR,
              uniform float2 texpix_src,
              uniform float2 texpix_src,
+             uniform float4 texpad_src,
              uniform sampler2D k_src : TEXUNIT0)
              uniform sampler2D k_src : TEXUNIT0)
 {
 {
+  float pad = texpad_src.y * 2;
   float3 offset = float3(1.0*texpix_src.y, 2.0*texpix_src.y, 3.0*texpix_src.y);
   float3 offset = float3(1.0*texpix_src.y, 2.0*texpix_src.y, 3.0*texpix_src.y);
   o_color  = tex2D(k_src, l_texcoord0);
   o_color  = tex2D(k_src, l_texcoord0);
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.z));
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.z));
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.y));
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.x));
   o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.x));
-  o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.x));
-  o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.y));
-  o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.z));
+  o_color += tex2D(k_src, float2(l_texcoord0.x, min(l_texcoord0.y + offset.x, pad)));
+  o_color += tex2D(k_src, float2(l_texcoord0.x, min(l_texcoord0.y + offset.y, pad)));
+  o_color += tex2D(k_src, float2(l_texcoord0.x, min(l_texcoord0.y + offset.z, pad)));
   o_color /= 7;
   o_color /= 7;
   o_color.w = 1;
   o_color.w = 1;
 }
 }