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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-25 20:49:37 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-25 20:49:37 +0000
commit37ce18056709f48acec8b29c3e4e644318fb2ef0 (patch)
tree55758405ade732900ff87742b84baeff613a037f /hlsl/post.fx
parent6b4b3eda5104ddfeba9012569454c5aed0662427 (diff)
-Restructured NTSC encode/decode shaders for better readability. [MooglyGuy]
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx3
1 files changed, 1 insertions, 2 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 7bbda640dcf..bbc924af8ed 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -116,8 +116,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 Ratios = 1.0f / SizeRatio;
// -- Screen Pincushion Calculation --
- float2 PinViewpointOffset = float2(0.0f, 0.0f);
- float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f;
+ float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;