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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 10:07:11 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 10:07:11 +0000
commitc8ef077d5ba989d07f17d663b7c8c875d9903604 (patch)
tree8d15aa6f10b50af574db068c45eae1a1a112628b /hlsl/phosphor.fx
parent10583a2dfbec2b4fa24f7a2def56b21c87c619fb (diff)
HLSL Updates: [Ryan Holtz, Bat Country Entertainment]
- Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing - Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r--hlsl/phosphor.fx12
1 files changed, 6 insertions, 6 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index 6512cc4739a..242c23d26a2 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -7,9 +7,9 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
+ MipFilter = POINT;
+ MinFilter = POINT;
+ MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
@@ -20,9 +20,9 @@ texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
+ MipFilter = POINT;
+ MinFilter = POINT;
+ MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;