From e73c5d45858b35dde782b23677495c6eda3f8253 Mon Sep 17 00:00:00 2001 From: HybridDog <3192173+HybridDog@users.noreply.github.com> Date: Fri, 4 Dec 2020 20:16:12 +0100 Subject: Fix MSAA stripes (#9247) This only works when shaders are enabled. The centroid varying avoids that the textures (which repeat themselves out of bounds) are sampled out of bounds in MSAA. If MSAA (called FSAA in minetest) is disabled, the centroid keyword does nothing. --- client/shaders/nodes_shader/opengl_fragment.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl') diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 82c87073a..b0f6d45d0 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -16,7 +16,7 @@ varying vec3 vPosition; // precision must be considered). varying vec3 worldPosition; varying lowp vec4 varColor; -varying mediump vec2 varTexCoord; +centroid varying mediump vec2 varTexCoord; varying vec3 eyeVec; const float fogStart = FOG_START; @@ -46,7 +46,7 @@ vec4 applyToneMapping(vec4 color) const float gamma = 1.6; const float exposureBias = 5.5; color.rgb = uncharted2Tonemap(exposureBias * color.rgb); - // Precalculated white_scale from + // Precalculated white_scale from //vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); vec3 whiteScale = vec3(1.036015346); color.rgb *= whiteScale; @@ -72,7 +72,7 @@ void main(void) color = base.rgb; vec4 col = vec4(color.rgb * varColor.rgb, 1.0); - + #ifdef ENABLE_TONE_MAPPING col = applyToneMapping(col); #endif -- cgit v1.2.3