From b453560f594b310bd586db69317ddf20ff66f780 Mon Sep 17 00:00:00 2001 From: Marisa the Magician Date: Fri, 8 Jul 2022 23:33:04 +0200 Subject: [PATCH] Oops. --- language.version | 4 ++-- shaders/glsl/Oversample.fp | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/language.version b/language.version index 9ed0dd7a6..17c84d5ea 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r168 \cu(Fri 8 Jul 22:49:53 CEST 2022)\c-"; -SWWM_SHORTVER="\cw1.3pre r168 \cu(2022-07-08 22:49:53)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r169 \cu(Fri 8 Jul 23:33:04 CEST 2022)\c-"; +SWWM_SHORTVER="\cw1.3pre r169 \cu(2022-07-08 23:33:04)\c-"; diff --git a/shaders/glsl/Oversample.fp b/shaders/glsl/Oversample.fp index 059f64168..963afc453 100644 --- a/shaders/glsl/Oversample.fp +++ b/shaders/glsl/Oversample.fp @@ -8,7 +8,7 @@ void SetupMaterial( inout Material mat ) vec2 fcoord = fract(pos*size-vec2(.5)); vec2 coeff = fcoord*6.; // virtual upscale factor I guess? float threshold = 0.; // this controls sharpness, kinda - coeff = (coeff-threshold)*1./(1.-2*threshold); + coeff = (coeff-threshold)*1./(1.-2.*threshold); coeff = clamp(coeff,0.,1.); mat.Base = texture(tex,pos+pxsize*(coeff-fcoord)); mat.Normal = ApplyNormalMap(vTexCoord.st);