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author ImJezze <jezze@gmx.net>2016-03-12 16:03:28 +0100
committer ImJezze <jezze@gmx.net>2016-03-12 16:03:28 +0100
commit7add54760210313651c8a53a9ff6676512ce3fc8 (patch)
treee4e58b88feac19928cbb40479c9b799caead065c /hlsl/primary.fx
parenta026a582f1a0ea8c1ede3acaddacef506ef3f3b0 (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/primary.fx')
-rw-r--r--hlsl/primary.fx8
1 files changed, 4 insertions, 4 deletions
diff --git a/hlsl/primary.fx b/hlsl/primary.fx
index 2086132a0e7..9f5a3c62faf 100644
--- a/hlsl/primary.fx
+++ b/hlsl/primary.fx
@@ -67,8 +67,8 @@ VS_OUTPUT vs_screen_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = Input.Position.xy / ScreenDims;
- Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+ Output.TexCoord = Input.TexCoord;
+ // Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
@@ -85,7 +85,7 @@ VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = Input.Position.xy / ScreenDims;
+ Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
@@ -104,6 +104,7 @@ VS_OUTPUT vs_ui_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.Color = Input.Color;
@@ -124,7 +125,6 @@ float4 ps_screen_main(PS_INPUT Input) : COLOR
float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
- BaseTexel *= Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f);
return BaseTexel;
}