libobs: Fix dark lines using Lanczos

When texel samples are not exactly on texel centers, weight calculations
will involve a divide by a number very close to zero, resulting in
precision issues. Restore normalization of weights to compensate.
This commit is contained in:
jpark37 2019-08-14 21:00:09 -07:00
parent d783b95f46
commit 93f1ab789d

View File

@ -111,6 +111,16 @@ float4 DrawLanczos(FragData f_in, bool undistort)
float3 coltap024 = weight3(f_rev_half.y);
float3 coltap135 = weight3(f_rev_half.y + 0.5);
// Need normalization if divided value near zero
float rowsum = rowtap024.x + rowtap024.y + rowtap024.z;
rowsum += rowtap135.x + rowtap135.y + rowtap135.z;
rowtap024 = rowtap024 / rowsum;
rowtap135 = rowtap135 / rowsum;
float colsum = coltap024.x + coltap024.y + coltap024.z;
colsum += coltap135.x + coltap135.y + coltap135.z;
coltap024 = coltap024 / colsum;
coltap135 = coltap135 / colsum;
float2 uv0 = (-2.5 - f) * stepxy + pos;
float2 uv1 = uv0 + stepxy;
float2 uv2 = uv1 + stepxy;