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author ImJezze <jezze@gmx.net>2016-04-13 19:21:57 +0200
committer ImJezze <jezze@gmx.net>2016-04-13 19:21:57 +0200
commit32f0e6efac8b51dbdc11b390b64753227cbb6180 (patch)
treeaf19990b09f731d098ca93781b732e0724ebf7e9 /hlsl/vector.fx
parent6be4d8312ccf4d9b5fde5fc2b5094e637fbdf7d7 (diff)
Removed hacks for vector screens from shaders (nw)
- added handling of texture coordinates for vector screens to core render - added handling of orientation/rotation for vector screens to D3D renderer
Diffstat (limited to 'hlsl/vector.fx')
-rw-r--r--hlsl/vector.fx6
1 files changed, 3 insertions, 3 deletions
diff --git a/hlsl/vector.fx b/hlsl/vector.fx
index 13aeb943c53..d71b85ad0e1 100644
--- a/hlsl/vector.fx
+++ b/hlsl/vector.fx
@@ -28,7 +28,7 @@ struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 LineInfo : TEXCOORD1;
+ float2 LineInfo : TEXCOORD1; // x is the line length, y is unused
};
//-----------------------------------------------------------------------------
@@ -47,9 +47,9 @@ 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; // flip y
+ Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= 0.5f; // center
- Output.Position.xy *= 2.0f * (ScreenDims / QuadDims); // zoom
+ Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;