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author ImJezze <jezze@gmx.net>2015-12-31 16:59:23 +0100
committer ImJezze <jezze@gmx.net>2015-12-31 16:59:23 +0100
commita2c7b61daa5d66e0e9d7b1d1f683cf2f6d9f5973 (patch)
tree253a2da2a557260a1910e844c5c6bcd2b79b0fa9 /hlsl/distortion.fx
parenteea40fd0e47699261332904b5d930f0be68756e9 (diff)
Refactoring
- replaced shader parameters OrientationSwapXY xor RotationSwapXY by SwapXY - made shader parameters SourceDims, SourceRect, TargetDims, ScreenDims, QuadDims and SwapXY available for all shaders - color convolution, defocus and phosphor pass will now be skipped if all influencing parameters are 0 - removed unused bloom_texture and bloom_target arrays from cache_target class - fixed half texel offset in prescale.fx
Diffstat (limited to 'hlsl/distortion.fx')
-rw-r--r--hlsl/distortion.fx7
1 files changed, 0 insertions, 7 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index f9dd51b697b..63d35789393 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -59,11 +59,6 @@ static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneide
// Functions
//-----------------------------------------------------------------------------
-bool xor(bool a, bool b)
-{
- return (a || b) && !(a && b);
-}
-
// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
float random(float2 seed)
{
@@ -122,8 +117,6 @@ uniform float SmoothBorderAmount = 0.0f;
uniform float VignettingAmount = 0.0f;
uniform float ReflectionAmount = 0.0f;
-uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation
-uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation
uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
float2 GetRatioCorrection()