Fix issue where look-ahead scanline adjustments could get too high and cause monitors to dance
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@ -562,9 +562,9 @@ export const VirtualMonitorEffect = GObject.registerClass({
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// project the vector onto a flat surface, return it's vertical position relative to the vertical fov, where 0.0 is
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// project the vector onto a flat surface, return it's vertical position relative to the vertical fov, where 0.0 is
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// the top and 1.0 is the bottom. vectors that project outside the vertical range of the display will have values
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// the top and 1.0 is the bottom. vectors that project outside the vertical range of the display will have values
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// outside this range.
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// outside this range, but capped
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float vectorToScanline(float fovVerticalRadians, vec3 v) {
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float vectorToScanline(float fovVerticalRadians, vec3 v) {
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return 1.0 - (-v.y / (tan(fovVerticalRadians / 2.0) * v.z) + 1.0) / 2.0;
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return clamp(1.0 - (-v.y / (tan(fovVerticalRadians / 2.0) * v.z) + 1.0) / 2.0, -0.5, 1.5);
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}
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}
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`;
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`;
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