summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl/downsample.fx
diff options
context:
space:
mode:
author ImJezze <jezze@gmx.net>2016-02-25 20:58:49 +0100
committer ImJezze <jezze@gmx.net>2016-02-25 20:58:49 +0100
commit11395616ddde568531c640a461d70d526bb112ab (patch)
treeda10a28ca80608fb6f6f009e2d8e78facb4cb5e1 /hlsl/downsample.fx
parentd44f8f4c2bdf19fdd55a45c779b746160d90d4fa (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.fx21
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;
}