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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/downsample.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/downsample.fx')
-rw-r--r--hlsl/downsample.fx7
1 files changed, 4 insertions, 3 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 18eaa8313c0..376e4b8802d 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -60,13 +60,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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.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;