Signed-off-by: Anton Baskanov baskanov@gmail.com --- The original condition is true for every other line, which is incorrect since the chroma has only half the resolution. Fixes comb artifacts around color transitions. --- dlls/wined3d/glsl_shader.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 5ae90148dc8..21aef4606ff 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -12622,7 +12622,7 @@ static void gen_yv12_read(struct wined3d_string_buffer *buffer, * get filtering bleeding. */
/* Read odd lines from the right side (add 0.5 to the x coordinate). */ - shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n"); + shader_addline(buffer, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n"); shader_addline(buffer, " texcoord.x += 0.5;\n");
/* Clamp, keep the half pixel origin in mind. */