diff options
author | 2015-09-26 18:22:51 +0200 | |
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committer | 2015-09-26 18:22:51 +0200 | |
commit | 062e6e0383050546656dfed7261273a2d7d142a4 (patch) | |
tree | b28fdb238ce5501908086d41f0e443cf11e6c313 /hlsl/downsample.fx | |
parent | 37f6ff0b653f840010a9b2dd18b5df9e6337aa2c (diff) |
Refactoring, Fixes and Cleanup
- added distortion pass, which is applied after the bloom pass
- moved vignetting, curvature, round corners and reflection effect to
distortion pass
- disabled distortion pass for multi screens and activated artworks due
to not yet fixed misalignments
- disabled scanlines for vector rendering in post pass shader
- removed prescale knowledge from downsample, bloom and post pass shader
- fixed half pixel offset in most shaders
- fixed position of reflection effect when screen is rotated or flipped
- fixed roundness of round corners in any aspect ratio
- fixed shadow mask bleeding (nearly completly)
- added bounds() and screen_bounds() getter to layout_view
- added current_view() getter to render_target
- some cleanup and refactoring
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 376e4b8802d..4a4a8fe3743 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -48,15 +48,15 @@ struct PS_INPUT //----------------------------------------------------------------------------- uniform float2 ScreenDims; -uniform float2 TargetSize; +uniform float2 TargetDims; -uniform float2 Prescale = float2(1.0f, 1.0f); +uniform bool PrepareVector; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 TargetTexelSize = 1.0f / TargetSize; + float2 TargetTexelDims = 1.0f / TargetDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; @@ -67,11 +67,14 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; - - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale; + TexCoord += PrepareVector + ? 0.5f / TargetDims // half texel offset correction (DX9) + : 0.0f; + + Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims; + Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims; + Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims; + Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims; return Output; } |