diff --git a/drivers/gles2/shaders/tonemap.glsl b/drivers/gles2/shaders/tonemap.glsl index 11f1e037062..c048bd8a9a7 100644 --- a/drivers/gles2/shaders/tonemap.glsl +++ b/drivers/gles2/shaders/tonemap.glsl @@ -237,10 +237,10 @@ vec4 apply_fxaa(vec4 color, vec2 uv_interp, vec2 pixel_size) { const float FXAA_SPAN_MAX = 8.0; const vec3 luma = vec3(0.299, 0.587, 0.114); - vec4 rgbNW = texture2DLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0); - vec4 rgbNE = texture2DLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0); - vec4 rgbSW = texture2DLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0); - vec4 rgbSE = texture2DLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0); + vec4 rgbNW = textureLod(source, uv_interp + vec2(-0.5, -0.5) * pixel_size, 0.0); + vec4 rgbNE = textureLod(source, uv_interp + vec2(0.5, -0.5) * pixel_size, 0.0); + vec4 rgbSW = textureLod(source, uv_interp + vec2(-0.5, 0.5) * pixel_size, 0.0); + vec4 rgbSE = textureLod(source, uv_interp + vec2(0.5, 0.5) * pixel_size, 0.0); vec3 rgbM = color.rgb; #ifdef DISABLE_ALPHA diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index faede84d6eb..f6f93a32a10 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -325,10 +325,10 @@ vec4 apply_fxaa(vec4 color, float exposure, vec2 uv_interp, vec2 pixel_size) { const float FXAA_SPAN_MAX = 8.0; const vec3 luma = vec3(0.299, 0.587, 0.114); - vec4 rgbNW = textureLod(source, uv_interp + vec2(-1.0, -1.0) * pixel_size, 0.0); - vec4 rgbNE = textureLod(source, uv_interp + vec2(1.0, -1.0) * pixel_size, 0.0); - vec4 rgbSW = textureLod(source, uv_interp + vec2(-1.0, 1.0) * pixel_size, 0.0); - vec4 rgbSE = textureLod(source, uv_interp + vec2(1.0, 1.0) * pixel_size, 0.0); + vec4 rgbNW = textureLod(source, uv_interp + vec2(-0.5, -0.5) * pixel_size, 0.0); + vec4 rgbNE = textureLod(source, uv_interp + vec2(0.5, -0.5) * pixel_size, 0.0); + vec4 rgbSW = textureLod(source, uv_interp + vec2(-0.5, 0.5) * pixel_size, 0.0); + vec4 rgbSE = textureLod(source, uv_interp + vec2(0.5, 0.5) * pixel_size, 0.0); vec3 rgbM = color.rgb; #ifdef DISABLE_ALPHA