Fix incorrect portrait mode rotation center on Windows (#1851)
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@@ -2,7 +2,7 @@
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#if defined(LEFT_SUBSAMPLING)
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#if defined(LEFT_SUBSAMPLING)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float subsample_offset, int rotate_texture_steps)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float subsample_offset, int rotate_texture_steps)
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#elif defined (TOPLEFT_SUBSAMPLING)
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#elif defined(TOPLEFT_SUBSAMPLING)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
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#else
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#else
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, int rotate_texture_steps)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, int rotate_texture_steps)
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@@ -29,7 +29,7 @@ vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, int rotate_texture_
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float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
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float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
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sin(rotation_radians), cos(rotation_radians) };
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sin(rotation_radians), cos(rotation_radians) };
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float2 rotation_center = { 0.5, 0.5 };
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float2 rotation_center = { 0.5, 0.5 };
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tex_coord = round(tex_coord + mul(rotation_matrix, tex_coord - rotation_center));
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tex_coord = round(rotation_center + mul(rotation_matrix, tex_coord - rotation_center));
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}
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}
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#if defined(LEFT_SUBSAMPLING)
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#if defined(LEFT_SUBSAMPLING)
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