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author ImJezze <jezze@gmx.net>2016-06-19 22:23:02 +0200
committer ImJezze <jezze@gmx.net>2016-06-20 00:03:44 +0200
commit2f06a08ec466b21223abe6de277889f269c45890 (patch)
tree1f1505b7d58623189573e99aa0031c20a05f0332 /hlsl
parentf056b622bcad7c19a521a9a5a181471ff301f5f2 (diff)
Small shader corrections (nw)
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/distortion.fx4
-rw-r--r--hlsl/post.fx4
-rw-r--r--hlsl/vector.fx4
3 files changed, 6 insertions, 6 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index 1ee1641e646..3b7a9d592e3 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -176,9 +176,9 @@ float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, floa
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(bounds.x, bounds.y);
- float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
+ float amountMinimum = 1.0f / range;
float radius = range * max(radiusAmount, amountMinimum);
- float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f));
+ float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 93a871a629a..6d8077e2037 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -67,7 +67,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
static const float PI = 3.1415927f;
-static const float PHI = 1.618034f;
+static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
@@ -259,7 +259,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
- float ScanlineCoordJitter = ScanlineOffset * PHI;
+ float ScanlineCoordJitter = ScanlineOffset * HalfPI;
float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
diff --git a/hlsl/vector.fx b/hlsl/vector.fx
index 71d53d030bc..686b617bbd0 100644
--- a/hlsl/vector.fx
+++ b/hlsl/vector.fx
@@ -82,9 +82,9 @@ float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, floa
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(bounds.x, bounds.y);
- float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
+ float amountMinimum = 1.0f / range;
float radius = range * max(radiusAmount, amountMinimum);
- float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f));
+ float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);