diff options
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r-- | hlsl/bloom.fx | 49 |
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; |