aboutsummaryrefslogtreecommitdiff
path: root/src/shader_recompiler/backend/glsl/var_alloc.cpp
diff options
context:
space:
mode:
authorWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-05 01:29:46 +0200
committerWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-08 16:12:30 +0200
commit780240e6979b198e7bd10feaad5399b8b4b63762 (patch)
treec145f48c66cf003e618cefc63496e3f5b7637f56 /src/shader_recompiler/backend/glsl/var_alloc.cpp
parentbbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (diff)
shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
Diffstat (limited to 'src/shader_recompiler/backend/glsl/var_alloc.cpp')
0 files changed, 0 insertions, 0 deletions