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authorGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 10:14:26 +0000
committerGravatarGravatar Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-27 10:14:26 +0000
commit3f4046b146ee89323362c2cec394863ad7a95356 (patch)
treeb2c4f63f370da864f7202bde9545865a2e245b91 /hlsl
parentc8ef077d5ba989d07f17d663b7c8c875d9903604 (diff)
Restored abs() around scanline sin() to increase scanline furrow sharpness and decrease scanline furrow width, no whatsnew
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/post.fx2
1 files changed, 1 insertions, 1 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 4186e040e47..9a22a7cdc9c 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -155,7 +155,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
// -- Scanline Simulation --
float InnerSine = BaseCoord.y * RawHeight * ScanlineScale + 0.5f;
- float3 ScanBrightness = lerp(1.0f, sin(InnerSine * PI * 2.0f + ScanlineOffset * RawHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount);
+ float3 ScanBrightness = lerp(1.0f, abs(sin(InnerSine * PI + ScanlineOffset * RawHeight)) * ScanlineBrightScale + 1.0f, ScanlineAmount);
float3 Scanned = BaseTexel.rgb * ScanBrightness;
float2 ShadowDims = float2(ShadowWidth, ShadowHeight);