diff options
author | 2013-05-19 16:21:26 +0000 | |
---|---|---|
committer | 2013-05-19 16:21:26 +0000 | |
commit | e028e20476411120097970a13098ce57ebe66ced (patch) | |
tree | d1f2ee37875ee7ab1df3ef7cd864766b1f02884f /hlsl/prescale.fx | |
parent | ec5c9bc680ab64ab57f2e89312e80c0aefa2036c (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.fx | 22 |
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); } //----------------------------------------------------------------------------- |