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authorGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-19 16:21:26 +0000
committerGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-19 16:21:26 +0000
commite028e20476411120097970a13098ce57ebe66ced (patch)
treed1f2ee37875ee7ab1df3ef7cd864766b1f02884f /hlsl/phosphor.fx
parentec5c9bc680ab64ab57f2e89312e80c0aefa2036c (diff)
- "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy] * Enabled vector bloom and associated .ini controls * Added raster bloom and associated .ini controls, each bloom "level" is the linear weight of successively half-sized render targets * Removed D3D8 mode * Mass renaming in D3D renderer to use namespaces, initial planning step to HAL-based renderer implementation on Windows (i.e., GL on Windows) * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes * Added batching of vectors for possible speed increase * Minor cleanup of shader state setting
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r--hlsl/phosphor.fx4
1 files changed, 2 insertions, 2 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index f48417459c4..b1a7f983435 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -114,8 +114,8 @@ technique TestTechnique
{
Lighting = FALSE;
- //Sampler[0] = <DiffuseSampler>;
- //Sampler[1] = <PreviousSampler>;
+ Sampler[0] = <DiffuseSampler>;
+ Sampler[1] = <PreviousSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();