diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2013-05-19 16:21:26 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2013-05-19 16:21:26 +0000 |
commit | e028e20476411120097970a13098ce57ebe66ced (patch) | |
tree | d1f2ee37875ee7ab1df3ef7cd864766b1f02884f /hlsl/color.fx | |
parent | ec5c9bc680ab64ab57f2e89312e80c0aefa2036c (diff) |
- "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy]
* Enabled vector bloom and associated .ini controls
* Added raster bloom and associated .ini controls, each bloom "level" is the
linear weight of successively half-sized render targets
* Removed D3D8 mode
* Mass renaming in D3D renderer to use namespaces, initial planning step to
HAL-based renderer implementation on Windows (i.e., GL on Windows)
* Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
* Added batching of vectors for possible speed increase
* Minor cleanup of shader state setting
Diffstat (limited to 'hlsl/color.fx')
-rw-r--r-- | hlsl/color.fx | 10 |
1 files changed, 3 insertions, 7 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx index 5e62dbd6d9f..e22bd17634b 100644 --- a/hlsl/color.fx +++ b/hlsl/color.fx @@ -46,11 +46,7 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; - -uniform float WidthRatio; -uniform float HeightRatio; +uniform float2 RawDims; uniform float YIQEnable; @@ -58,7 +54,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); + float2 invDims = 1.0f / RawDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; @@ -67,7 +63,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; - Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * invDims; + Output.TexCoord = Input.TexCoord + 0.5f * invDims; return Output; } |