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author ImJezze <jezze@gmx.net>2016-03-12 16:03:28 +0100
committer ImJezze <jezze@gmx.net>2016-03-12 16:03:28 +0100
commit7add54760210313651c8a53a9ff6676512ce3fc8 (patch)
treee4e58b88feac19928cbb40479c9b799caead065c /hlsl/prescale.fx
parenta026a582f1a0ea8c1ede3acaddacef506ef3f3b0 (diff)
Refactoring of render targes and vector texture coordinates
- implemented proper texture coordinates for vector quad primitive - vector screen is now processed in texture coordinates - revered workaround for raster screen, which is again processed in texture coordinates - known issue: cocktail mode for vector screen looks wrong
Diffstat (limited to 'hlsl/prescale.fx')
-rw-r--r--hlsl/prescale.fx2
1 files changed, 1 insertions, 1 deletions
diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx
index 419254acd07..2b48a2f9e5a 100644
--- a/hlsl/prescale.fx
+++ b/hlsl/prescale.fx
@@ -67,7 +67,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
- // Output.TexCoord += 0.5f / targetDims; // half texel offset correction (DX9)
+ Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
return Output;
}