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author ImJezze <jezze@gmx.net>2015-08-02 17:31:54 +0200
committer ImJezze <jezze@gmx.net>2015-08-02 17:31:54 +0200
commit37f6ff0b653f840010a9b2dd18b5df9e6337aa2c (patch)
treec852c4b4fe4de4c4f46f858a4d8721ce0784c37a /hlsl/bloom.fx
parent4bcb0c13f50ddb1cd3fd0341b4bb31d9c3c7fc7a (diff)
Refactoring and Fixes
- removed position offset in post.fx - fixed texture offset caused by 0th level of bloom.fx - fixed texture offset caused by focus.fx - changed Passthrough parameter in phosphor.fx to boolean - simplified defocus pass function and calling it twice - removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used in phosphor pass function and is now directly set - added CU_TARGET_DIMS (TargetDims) uniform based on the current render target - fixed missing Prescal parameter in downsample pass function - some code cleanup
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r--hlsl/bloom.fx14
1 files changed, 7 insertions, 7 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 9ed97bbd936..e41a663b204 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -186,27 +186,27 @@ uniform float4 Level67Size;
uniform float4 Level89Size;
uniform float2 LevelASize;
-uniform bool PrepareVector = false;
-
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
- Output.TexCoord01 = TexCoord.xyxy + Prescale.xyxy / Level01Size;
+
+ Output.TexCoord01.xy = TexCoord.xy;
+ Output.TexCoord01.zw = TexCoord.xy + Prescale.xy / Level01Size.zw;
Output.TexCoord23 = TexCoord.xyxy + Prescale.xyxy / Level23Size;
Output.TexCoord45 = TexCoord.xyxy + Prescale.xyxy / Level45Size;
Output.TexCoord67 = TexCoord.xyxy + Prescale.xyxy / Level67Size;
Output.TexCoord89 = TexCoord.xyxy + Prescale.xyxy / Level89Size;
- Output.TexCoordA = TexCoord.xy + Prescale.xy / LevelASize;
+ Output.TexCoordA = TexCoord.xy + Prescale.xy / LevelASize;
return Output;
}