diff options
author | ImJezze <jezze@gmx.net> | 2015-09-26 18:22:51 +0200 |
---|---|---|
committer | ImJezze <jezze@gmx.net> | 2015-09-26 18:22:51 +0200 |
commit | 062e6e0383050546656dfed7261273a2d7d142a4 (patch) | |
tree | b28fdb238ce5501908086d41f0e443cf11e6c313 /hlsl/phosphor.fx | |
parent | 37f6ff0b653f840010a9b2dd18b5df9e6337aa2c (diff) |
Refactoring, Fixes and Cleanup
- added distortion pass, which is applied after the bloom pass
- moved vignetting, curvature, round corners and reflection effect to
distortion pass
- disabled distortion pass for multi screens and activated artworks due
to not yet fixed misalignments
- disabled scanlines for vector rendering in post pass shader
- removed prescale knowledge from downsample, bloom and post pass shader
- fixed half pixel offset in most shaders
- fixed position of reflection effect when screen is rotated or flipped
- fixed roundness of round corners in any aspect ratio
- fixed shadow mask bleeding (nearly completly)
- added bounds() and screen_bounds() getter to layout_view
- added current_view() getter to render_target
- some cleanup and refactoring
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r-- | hlsl/phosphor.fx | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 44b00ac0ee7..13c7700e2e8 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -68,18 +68,20 @@ uniform bool Passthrough; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom - - Output.TexCoord = Input.TexCoord + 0.5f / TargetDims; + + Output.TexCoord = Input.TexCoord; + Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + Output.PrevCoord = Output.TexCoord; Output.Color = Input.Color; - + return Output; } @@ -93,13 +95,13 @@ float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(Phosphor.r, Phosphor.g, Phosphor.b); - + float RedMax = max(CurrPix.r, PrevPix.r); float GreenMax = max(CurrPix.g, PrevPix.g); float BlueMax = max(CurrPix.b, PrevPix.b); return Passthrough - ? CurrPix + ? CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a); } |