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authorGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-21 06:47:56 +0000
committerGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-21 06:47:56 +0000
commita47bd09534ffb9e6a4165806fe5bf0859ab6b014 (patch)
tree8e14d76a88c068bd8c059b4277dd2ece2769ede0 /hlsl/phosphor.fx
parent62f733b93815bd60cfcaf60a2f99880a0ac029b4 (diff)
HLSL Improvements: [Ryan Holtz, Bat Country Entertainment]
- Added magnet deconvergence via a shader uniform - Improved phosphorescence - Improved YIQ codec
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r--hlsl/phosphor.fx4
1 files changed, 1 insertions, 3 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index 77ef58ca0ae..6547e077f7b 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -79,9 +79,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- Output.TexCoord = Input.Position.xy * InvTexSize;
- Output.TexCoord += 0.5f / float2(TargetWidth, TargetHeight);
-
+ Output.TexCoord = Input.TexCoord;
Output.PrevCoord = Output.TexCoord;
return Output;