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author ImJezze <jezze@gmx.net>2015-08-02 17:31:54 +0200
committer ImJezze <jezze@gmx.net>2015-08-02 17:31:54 +0200
commit37f6ff0b653f840010a9b2dd18b5df9e6337aa2c (patch)
treec852c4b4fe4de4c4f46f858a4d8721ce0784c37a /hlsl/primary.fx
parent4bcb0c13f50ddb1cd3fd0341b4bb31d9c3c7fc7a (diff)
Refactoring and Fixes
- removed position offset in post.fx - fixed texture offset caused by 0th level of bloom.fx - fixed texture offset caused by focus.fx - changed Passthrough parameter in phosphor.fx to boolean - simplified defocus pass function and calling it twice - removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used in phosphor pass function and is now directly set - added CU_TARGET_DIMS (TargetDims) uniform based on the current render target - fixed missing Prescal parameter in downsample pass function - some code cleanup
Diffstat (limited to 'hlsl/primary.fx')
-rw-r--r--hlsl/primary.fx14
1 files changed, 9 insertions, 5 deletions
diff --git a/hlsl/primary.fx b/hlsl/primary.fx
index ed73750185d..da9abf028be 100644
--- a/hlsl/primary.fx
+++ b/hlsl/primary.fx
@@ -33,7 +33,6 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -47,6 +46,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+
uniform bool PostPass;
uniform float Brighten;
@@ -56,11 +56,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = PostPass ? (Input.Position.xy / ScreenDims) : Input.TexCoord;
+ Output.TexCoord = PostPass
+ ? Input.Position.xy / ScreenDims
+ : Input.TexCoord;
Output.Color = Input.Color;
@@ -87,6 +89,8 @@ technique TestTechnique
{
Lighting = FALSE;
+ Sampler[0] = <DiffuseSampler>;
+
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}