diff options
author | ImJezze <jezze@gmx.net> | 2016-04-22 13:16:37 +0200 |
---|---|---|
committer | ImJezze <jezze@gmx.net> | 2016-04-22 13:16:37 +0200 |
commit | dba12a31ad01a00eb13eb9436977f16d0dd77af3 (patch) | |
tree | 21691401b470b33ac575b9e2cee21ee90d1f645f /hlsl/post.fx | |
parent | 4c9c6c8c164d68d6fb32721a4619a41be2639563 (diff) |
Small fixes (nw)
- fixed not used u_humbar_hertz_rate parameter
- fixed half pixel shift of the shadow mask along the screen diagonal
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index f0babe68bca..81233f76b4e 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -99,12 +99,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.TexCoord = Input.TexCoord; Output.TexCoord += PrepareBloom ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer - : 0.5f / TargetDims; // fix half texel offset correction (DX9) + : 0.5f / TargetDims; // fix half texel offset (DX9) Output.ScreenCoord = Input.Position.xy / ScreenDims; Output.SourceCoord = Input.TexCoord; - Output.SourceCoord += 0.5f / TargetDims; + Output.SourceCoord += 0.5f / TargetDims; // fix half texel offset (DX9) Output.Color = Input.Color; @@ -141,19 +141,19 @@ uniform float2 ShadowUV = float2(0.25f, 0.25f); uniform float3 Power = float3(1.0f, 1.0f, 1.0f); uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); -float2 GetAdjustedCoords(float2 coord, float2 centerOffset) +float2 GetAdjustedCoords(float2 coord) { // center coordinates - coord -= centerOffset; + coord -= 0.5f; // apply screen scale coord *= ScreenScale; // un-center coordinates - coord += centerOffset; + coord += 0.5f; // apply screen offset - coord += (centerOffset * 2.0) * ScreenOffset; + coord += ScreenOffset; return coord; } @@ -195,7 +195,7 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord) : shadowFrac.xy; float2 shadowCoord = (shadowFrac * shadowUV); - shadowCoord += 0.5f / shadowDims; // half texel offset + shadowCoord += 0.5f / shadowDims; // fix half texel offset (DX9) return shadowCoord; } @@ -203,8 +203,8 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord) float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenCoord = Input.ScreenCoord; - float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f); - float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f); + float2 TexCoord = GetAdjustedCoords(Input.TexCoord); + float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord); // Color float4 BaseColor = tex2D(DiffuseSampler, TexCoord); |