Convert tabs to spaces in area scaling shaders
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bc2afd7e3e
commit
968b8986a1
2 changed files with 122 additions and 122 deletions
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@ -43,10 +43,10 @@ vec4 QuickSample(vec2 uv)
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const float threshold = 0.00000001;
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const float threshold = 0.00000001;
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vec2 xy = uv.xy * GetResolution();
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vec2 xy = uv.xy * GetResolution();
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// Sampling outside the valid range, draw in yellow
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// Sampling outside the valid range, draw in yellow
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if (xy.x < (srcX0 - threshold) || xy.x > (srcX1 + threshold) || xy.y < (srcY0 - threshold) || xy.y > (srcY1 + threshold))
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if (xy.x < (srcX0 - threshold) || xy.x >(srcX1 + threshold) || xy.y < (srcY0 - threshold) || xy.y >(srcY1 + threshold))
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return vec4(1.0, 1.0, 0.0, 1);
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return vec4(1.0, 1.0, 0.0, 1);
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// Sampling at the edges, draw in purple
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// Sampling at the edges, draw in purple
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if (xy.x < srcX0 + 1.0 || xy.x > (srcX1 - 1.0) || xy.y < srcY0 + 1.0 || xy.y > (srcY1 - 1.0))
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if (xy.x < srcX0 + 1.0 || xy.x >(srcX1 - 1.0) || xy.y < srcY0 + 1.0 || xy.y >(srcY1 - 1.0))
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return vec4(0.5, 0, 0.5, 1);
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return vec4(0.5, 0, 0.5, 1);
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#endif
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#endif
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return texture(Source, uv);
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return texture(Source, uv);
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@ -46,10 +46,10 @@ vec4 QuickSample(vec2 uv)
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const float threshold = 0.00000001;
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const float threshold = 0.00000001;
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vec2 xy = uv.xy * GetResolution();
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vec2 xy = uv.xy * GetResolution();
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// Sampling outside the valid range, draw in yellow
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// Sampling outside the valid range, draw in yellow
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if (xy.x < (srcX0 - threshold) || xy.x > (srcX1 + threshold) || xy.y < (srcY0 - threshold) || xy.y > (srcY1 + threshold))
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if (xy.x < (srcX0 - threshold) || xy.x >(srcX1 + threshold) || xy.y < (srcY0 - threshold) || xy.y >(srcY1 + threshold))
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return vec4(1.0, 1.0, 0.0, 1);
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return vec4(1.0, 1.0, 0.0, 1);
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// Sampling at the edges, draw in purple
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// Sampling at the edges, draw in purple
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if (xy.x < srcX0 + 1.0 || xy.x > (srcX1 - 1.0) || xy.y < srcY0 + 1.0 || xy.y > (srcY1 - 1.0))
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if (xy.x < srcX0 + 1.0 || xy.x >(srcX1 - 1.0) || xy.y < srcY0 + 1.0 || xy.y >(srcY1 - 1.0))
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return vec4(0.5, 0, 0.5, 1);
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return vec4(0.5, 0, 0.5, 1);
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#endif
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#endif
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return texture(Source, uv);
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return texture(Source, uv);
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