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