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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-31 13:53:25 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-31 13:53:25 +0000
commitf42b5ccda0d819869951538876e8cb8a0433d77b (patch)
tree0e82d407707cfcc4192e7c19e9bed704ea9e7b25 /hlsl/post.fx
parent7418f28a638b43aadccc5149340817eca5a69486 (diff)
No whatsnew
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx2
1 files changed, 1 insertions, 1 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index b3c793e197f..6a148637805 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -129,7 +129,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
- float2 ScanCoord = BaseCoord - 0.5f / (float2(RawWidth, RawHeight) * Ratios);
+ float2 ScanCoord = BaseCoord - 0.5f / float2(TargetWidth, TargetHeight);
BaseCoord -= 0.5f / Ratios;
BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant