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Fix incompatible addition in auto exposure shader
(cherry picked from commit e614a0e9fc)
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committed by
Rémi Verschelde
parent
8d13ed44fc
commit
f8387aafd4
@@ -39,7 +39,7 @@ void main() {
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#if 1
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//more precise and expensive, but less jittery
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ivec2 next_pos = ivec2(gl_FragCoord.xy + ivec2(1)) * source_render_size / target_size;
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ivec2 next_pos = (ivec2(gl_FragCoord.xy) + ivec2(1)) * source_render_size / target_size;
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next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
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highp vec3 source_color = vec3(0.0);
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for (int i = src_pos.x; i < next_pos.x; i++) {
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