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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-22 01:58:38 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-22 01:58:38 +0000
commit35ef098e64a825890a98cec461a955d08f4cdb91 (patch)
tree6aa3d1038c806f51e5b2eba9b5ecdac810119be7 /hlsl/downsample.fx
parent2d474c6a3bcb7719d438a5f6b5951655351e4518 (diff)
MAME Testers bugs fixed: 5201, 5202
- HLSL changes: [MooglyGuy] * Upped vertex buffer size to 64k verts, fixes assert in starwars and alphaone, please include the printed error message in any subsequent encounterings of the assert. * Improved vector rendering (beam width 1.5 suggested) * Ducked raster bloom default to 0.225 to reduce washout
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r--hlsl/downsample.fx21
1 files changed, 12 insertions, 9 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 9790af2b4a5..e4e3b400ee7 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -32,6 +32,7 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
+ float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -62,10 +63,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / ScreenSize;
- Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
- Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
- Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
- Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
+ Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(1.0f, 1.0f) / TargetSize;
+ //Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
+ //Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
+ //Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
+ //Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
return Output;
}
@@ -77,11 +79,12 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
- float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
- float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
- float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
- float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
- return float4(outTexel.rgb, 1.0f);
+ //float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
+ //float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
+ //float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
+ //float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
+ //return float4(outTexel.rgb, 1.0f);
+ return float4(texel0.rgb, 1.0f);
}
//-----------------------------------------------------------------------------