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author ImJezze <jezze@gmx.net>2016-02-07 13:40:24 +0100
committer ImJezze <jezze@gmx.net>2016-02-07 13:40:24 +0100
commitd15d53c728b4848e3ed74d66b9ab446811e1acee (patch)
tree5346f7ff12c1925073ef3b4b830e7b9df87523a5 /hlsl/prescale.fx
parentf5e3032d98257ceaa7800251139f3c6df98f13e8 (diff)
Fixed Bloom Level Alignment
- fixed target dimensions of bloom levels, which results in a much better alignment especially for game with very low resolution (therefore current bloom settings might look a little less intense than before) - small cleanups (nw)
Diffstat (limited to 'hlsl/prescale.fx')
-rw-r--r--hlsl/prescale.fx4
1 files changed, 2 insertions, 2 deletions
diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx
index 846c02577ce..6faa659e6d0 100644
--- a/hlsl/prescale.fx
+++ b/hlsl/prescale.fx
@@ -54,13 +54,13 @@ uniform float2 TargetDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
-
+
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
-
+
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)