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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-29 00:56:33 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-29 00:56:33 +0000
commitac119a8e15e543535dc04c091b037aee2414a7c7 (patch)
tree83668932432f3acd9aa16f9e19ee0ec77ec8e96f /hlsl/post.fx
parent8fe60e88317e344a8acaf6506486795515e88397 (diff)
uniform consolidation, nw
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx16
1 files changed, 8 insertions, 8 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index e8213b345f2..0fb466926ba 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -59,9 +59,9 @@ struct PS_INPUT
uniform float2 ScreenDims;
-uniform float2 RawDims;
+uniform float2 SourceDims;
-uniform float2 SizeRatio;
+uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@@ -73,7 +73,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- Output.TexCoord = Input.TexCoord + 0.5f / RawDims;
+ Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;
return Output;
}
@@ -110,7 +110,7 @@ uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 Ratios = 1.0f / SizeRatio;
+ float2 Ratios = 1.0f / SourceRect;
// -- Screen Pincushion Calculation --
float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
@@ -145,12 +145,12 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
- clip((BaseCoord < 1.0f / RawDims) ? -1 : 1);
- clip((BaseCoord > (SizeRatio + 1.0f / RawDims)) ? -1 : 1);
+ clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
+ clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);
// -- Scanline Simulation --
- float InnerSine = ScanCoord.y * RawDims.y * ScanlineScale;
- float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawDims.y);
+ float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
+ float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount);
float3 Scanned = BaseTexel.rgb * ScanBrightness;