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Commit 49c0df5

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yoyofrkblaschke
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Remove warp texel offset, introduced drift in warp shader.
Signed-off-by: Kai Blaschke <kai.blaschke@kb-dev.net>
1 parent 084d32f commit 49c0df5

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2 files changed

+2
-8
lines changed

2 files changed

+2
-8
lines changed

src/libprojectM/MilkdropPreset/PerPixelMesh.cpp

Lines changed: 0 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -330,7 +330,6 @@ void PerPixelMesh::WarpedBlit(const PresetState& presetState,
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perPixelMeshShader->SetUniformFloat("warpTime", warpTime);
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perPixelMeshShader->SetUniformFloat("warpScaleInverse", warpScaleInverse);
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perPixelMeshShader->SetUniformFloat4("warpFactors", warpFactors);
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perPixelMeshShader->SetUniformFloat2("texelOffset", texelOffsets);
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perPixelMeshShader->SetUniformFloat("decay", decay);
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}
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else

src/libprojectM/MilkdropPreset/Shaders/PresetWarpVertexShaderGlsl330.vert

Lines changed: 2 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,6 @@ uniform vec4 aspect;
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uniform float warpTime;
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uniform float warpScaleInverse;
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uniform vec4 warpFactors;
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uniform vec2 texelOffset;
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uniform float decay;
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out vec4 frag_COLOR;
@@ -43,8 +42,8 @@ void main() {
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float v = pos.y * aspectY * 0.5 * zoom2Inverse + 0.5;
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// original UV coordinates
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vec2 uv_original = vec2(pos.x * 0.5 + 0.5 + texelOffset.x,
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pos.y * 0.5 + 0.5 + texelOffset.y);
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vec2 uv_original = vec2(pos.x * 0.5 + 0.5,
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pos.y * 0.5 + 0.5);
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// Stretch on X, Y
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u = (u - warp_center.x) / stretch.x + warp_center.x;
@@ -73,10 +72,6 @@ void main() {
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u = (u - 0.5) * invAspectX + 0.5;
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v = (v - 0.5) * invAspectY + 0.5;
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// Final half-texel translation
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u += texelOffset.x;
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v += texelOffset.y;
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frag_COLOR = vec4(decay, decay, decay, 1.0);
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frag_TEXCOORD0.xy = vec2(u, v);
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frag_TEXCOORD0.zw = uv_original;

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