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-rw-r--r--hlsl/bloom.fx49
1 files changed, 14 insertions, 35 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 83f87a2961d..dbdb13868b3 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -143,12 +143,7 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
- float4 TexCoord01 : TEXCOORD0;
- float4 TexCoord23 : TEXCOORD1;
- float4 TexCoord45 : TEXCOORD2;
- float4 TexCoord67 : TEXCOORD3;
- float4 TexCoord89 : TEXCOORD4;
- float2 TexCoordA : TEXCOORD5;
+ float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
@@ -162,12 +157,7 @@ struct VS_INPUT
struct PS_INPUT
{
float4 Color : COLOR0;
- float4 TexCoord01 : TEXCOORD0;
- float4 TexCoord23 : TEXCOORD1;
- float4 TexCoord45 : TEXCOORD2;
- float4 TexCoord67 : TEXCOORD3;
- float4 TexCoord89 : TEXCOORD4;
- float2 TexCoordA : TEXCOORD5;
+ float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
@@ -188,18 +178,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
- float2 TexCoord = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel;
- Output.TexCoord01.xy = TexCoord - inversePixel;
- Output.TexCoord01.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.5f;
- Output.TexCoord23.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.25f;
- Output.TexCoord23.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.125f;
- Output.TexCoord45.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0625f;
- Output.TexCoord45.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.03125f;
- Output.TexCoord67.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.015625f;
- Output.TexCoord67.zw = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0078125f;
- Output.TexCoord89.xy = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.00390625f;
- Output.TexCoord89.zw = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.001953125f;
- Output.TexCoordA = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0009765625f;
+ Output.TexCoord = Input.Position.xy * inversePixel - float2(0.5f, 0.5f) * inversePixel;
return Output;
}
@@ -214,17 +193,17 @@ uniform float3 Level89AWeight;
float4 ps_main(PS_INPUT Input) : COLOR
{
- float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb;
- float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb;
- float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb;
- float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb;
- float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb;
- float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb;
- float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb;
- float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb;
- float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb;
- float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
- float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
+ float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
+ float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
+ float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
+ float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
+ float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
+ float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
+ float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
+ float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
+ float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
+ float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
+ float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;
texel0 = texel0 * Level0123Weight.x;
texel1 = texel1 * Level0123Weight.y;