diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2013-05-19 16:21:26 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2013-05-19 16:21:26 +0000 |
commit | e028e20476411120097970a13098ce57ebe66ced (patch) | |
tree | d1f2ee37875ee7ab1df3ef7cd864766b1f02884f /hlsl/phosphor.fx | |
parent | ec5c9bc680ab64ab57f2e89312e80c0aefa2036c (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.fx | 4 |
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(); |