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-rw-r--r--hlsl/post.fx22
1 files changed, 14 insertions, 8 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 6e65ed71f41..521309e0108 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -145,7 +145,7 @@ float nextPowerOfTwo(float n)
return pow(2, floor(log2(n) / log2(2)) + 1);
}
-// stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
+// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
float random(float2 seed)
{
// irrationals for pseudo randomness
@@ -154,7 +154,7 @@ float random(float2 seed)
return frac(cos(dot(seed, i)) * 123456.0f);
}
-// dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
+// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
float normalizedSigmoid(float n, float k)
{
// valid for n and k in range of -1.0 and 1.0
@@ -251,14 +251,20 @@ float4 ps_main(PS_INPUT Input) : COLOR
float2 HalfRect = SourceRect * 0.5f;
// Screen Curvature
- float2 CurvatureUnitCoord = Input.TexCoord * (UsedArea * 2.0f) - 1.0f;
+ float2 CurvatureUnitCoord =
+ Input.TexCoord
+ * UsedArea * 2.0f -
+ 1.0f;
float2 CurvatureCurve =
CurvatureUnitCoord
- * CurvatureAmount * 0.25f
- * pow(length(CurvatureUnitCoord), 2.0f)
- / pow(length(UsedArea), 2.0f);
- // todo: zoom is only full screen fitting for 10:7 source ratio
- float2 CurvatureZoom = 1.0f - (CurvatureAmount * 0.25f) * (UsedArea * 0.5f);
+ * pow(length(CurvatureUnitCoord), 2.0f)
+ / pow(length(UsedArea), 2.0f)
+ * CurvatureAmount * 0.25f; // reduced curvature
+ float2 CurvatureZoom =
+ 1.0f -
+ UsedArea * 2.0f
+ / pow(length(UsedArea), 2.0f)
+ * CurvatureAmount * 0.25f; // reduced curvature
float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
ScreenCoord -= HalfRect;