diff options
author | 2016-04-13 19:21:57 +0200 | |
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committer | 2016-04-13 19:21:57 +0200 | |
commit | 32f0e6efac8b51dbdc11b390b64753227cbb6180 (patch) | |
tree | af19990b09f731d098ca93781b732e0724ebf7e9 /hlsl/vector.fx | |
parent | 6be4d8312ccf4d9b5fde5fc2b5094e637fbdf7d7 (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.fx | 6 |
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; |