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author | ImJezze <jezze@gmx.net> | 2016-03-12 16:03:28 +0100 |
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committer | ImJezze <jezze@gmx.net> | 2016-03-12 16:03:28 +0100 |
commit | 7add54760210313651c8a53a9ff6676512ce3fc8 (patch) | |
tree | e4e58b88feac19928cbb40479c9b799caead065c /hlsl/prescale.fx | |
parent | a026a582f1a0ea8c1ede3acaddacef506ef3f3b0 (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.fx | 2 |
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; } |