diff options
author | 2016-02-25 20:58:49 +0100 | |
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committer | 2016-02-25 20:58:49 +0100 | |
commit | 11395616ddde568531c640a461d70d526bb112ab (patch) | |
tree | da10a28ca80608fb6f6f009e2d8e78facb4cb5e1 /hlsl/downsample.fx | |
parent | d44f8f4c2bdf19fdd55a45c779b746160d90d4fa (diff) |
Bloom refactoring
- calculation of bloom dimensions is now done only once, when render
target is created
- reduced blur width for non-vector screens
- implemented shadow u/v option for source tile mode
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 21 |
1 files changed, 7 insertions, 14 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 3afcdc703dd..fad2ef8341f 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -57,6 +57,8 @@ uniform float2 SourceDims; uniform float2 SourceRect; uniform float2 QuadDims; +uniform int BloomLevel; + uniform bool VectorScreen; static const float2 Coord0Offset = float2(-0.5f, -0.5f); @@ -68,9 +70,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 TargetTexelDims = 1.0f / TargetDims; - float2 ScreenTexelDims = 1.0f / ScreenDims; - float2 SourceTexelDims = 1.0f / SourceDims; + float2 HalfTargetTexelDims = 0.5f / TargetDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; @@ -83,17 +83,10 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 TexCoord = Input.Position.xy / ScreenDims; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - float2 VectorTexelOffset = ScreenTexelDims * -0.5; - float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims)); - - TexCoord += VectorScreen - ? VectorTexelOffset - : RasterTexelOffset; - - Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims; - Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims; - Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims; - Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims; + Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims; + Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims; + Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims; + Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims; return Output; } |