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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-22 22:25:23 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-22 22:25:23 +0000
commitb224b1f5ede1b85b547cea0bf22be3d0188e1235 (patch)
tree71bd1f5987ae73e156ad13480774d883cd9cd331 /hlsl/downsample.fx
parent21b2572b77341fe68888b27f9d93b705815fdfc6 (diff)
Fix raster_bloom_scale and vector_bloom_scale, nw
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r--hlsl/downsample.fx20
1 files changed, 9 insertions, 11 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index e4e3b400ee7..7c1adc383bb 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -63,11 +63,10 @@ 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(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;
+ 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;
}
@@ -79,12 +78,11 @@ 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);
- return float4(texel0.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);
}
//-----------------------------------------------------------------------------