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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-19 16:21:26 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-05-19 16:21:26 +0000
commite028e20476411120097970a13098ce57ebe66ced (patch)
treed1f2ee37875ee7ab1df3ef7cd864766b1f02884f /hlsl/prescale.fx
parentec5c9bc680ab64ab57f2e89312e80c0aefa2036c (diff)
- "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy] * Enabled vector bloom and associated .ini controls * Added raster bloom and associated .ini controls, each bloom "level" is the linear weight of successively half-sized render targets * Removed D3D8 mode * Mass renaming in D3D renderer to use namespaces, initial planning step to HAL-based renderer implementation on Windows (i.e., GL on Windows) * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes * Added batching of vectors for possible speed increase * Minor cleanup of shader state setting
Diffstat (limited to 'hlsl/prescale.fx')
-rw-r--r--hlsl/prescale.fx22
1 files changed, 10 insertions, 12 deletions
diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx
index 10420af1b85..965d89691f8 100644
--- a/hlsl/prescale.fx
+++ b/hlsl/prescale.fx
@@ -41,11 +41,10 @@ struct PS_INPUT
// Passthrough Vertex Shader
//-----------------------------------------------------------------------------
-float TargetWidth;
-float TargetHeight;
+uniform float TargetWidth;
+uniform float TargetHeight;
-float RawWidth;
-float RawHeight;
+uniform float2 RawDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@@ -70,14 +69,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 RawDims = float2(RawWidth, RawHeight);
- float2 TexCoord = Input.TexCoord * RawDims;
- TexCoord -= frac(TexCoord);
- TexCoord += 0.5f;
- TexCoord /= RawDims;
-
- float4 Center = tex2D(DiffuseSampler, TexCoord);
- return Center;
+ //float2 TexCoord = Input.TexCoord * RawDims;
+ //TexCoord -= frac(TexCoord);
+ //TexCoord += 0.5f;
+ //TexCoord /= RawDims;
+ //
+ //return tex2D(DiffuseSampler, TexCoord);
+ return tex2D(DiffuseSampler, Input.TexCoord);
}
//-----------------------------------------------------------------------------