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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 23:24:53 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 23:24:53 +0000
commit3e437e09f04166aac3b9e6aa60ae4ea7865cccda (patch)
tree599dc89f1cbb94d706e15a3a72daf68b93139289 /hlsl/post.fx
parent6c3b5405709b314a0dc1ad616e2083eb3d5cae81 (diff)
HLSL updates, nwn:
- Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx7
1 files changed, 4 insertions, 3 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 9a22a7cdc9c..2128dc222e1 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -79,7 +79,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
- //float Zoom = 1.0f;
+ //float Zoom = 32.0f;
//Output.TexCoord /= Zoom;
//Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio);
return Output;
@@ -156,13 +156,14 @@ float4 ps_main(PS_INPUT Input) : COLOR
// -- Scanline Simulation --
float InnerSine = BaseCoord.y * RawHeight * ScanlineScale + 0.5f;
float3 ScanBrightness = lerp(1.0f, abs(sin(InnerSine * PI + ScanlineOffset * RawHeight)) * ScanlineBrightScale + 1.0f, ScanlineAmount);
+ //float3 Scanned = BaseTexel.rgb * ScanBrightness;
float3 Scanned = BaseTexel.rgb * ScanBrightness;
float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
float2 ShadowUV = float2(ShadowU, ShadowV);
float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
- float2 ShadowFrac = frac((ScreenCurveCoord * ShadowMaskSize * 0.5f) / Ratios);
- float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims;
+ float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * 0.5f);
+ float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight);
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow);
// -- Final Pixel --