glsl bilinear and artifact on same scale
I need to implement a glsl bilinear filter (I can't use GL_LINEAR because i am doing YUY2 ->RGB convert, so I have set this to GL_NEAREST). I have a classic bilinear filtering like this :
}where width and height are the size of the texture. I am trying to do that on Windows with Amd graphic card.If I move the textured quad, scale the textured scale .. I see at the some changing location an artifact (horizontal or vertical lines).it seems my shader is very classical .. I don't know what I can do to avoid theses artifacts.