diff options
Diffstat (limited to 'hlsl/bloom.fx')
-rw-r--r-- | hlsl/bloom.fx | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index aa856118e1b..2dd8ffbe2b7 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -189,16 +189,16 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 inversePixel = 1.0f / TargetSize; float2 TexCoord = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel; Output.TexCoord01.xy = TexCoord; - Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.5f; - Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.25f; - Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.125f; - Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0625f; - Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.03125f; - Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.015625f; - Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0078125f; - Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.00390625f; - Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.001953125f; - Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 0.0009765625f; + Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.5f; + Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.25f; + Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.125f; + Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0625f; + Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.03125f; + Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.015625f; + Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0078125f; + Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.00390625f; + Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.001953125f; + Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0009765625f; return Output; } @@ -225,17 +225,17 @@ float4 ps_main(PS_INPUT Input) : COLOR float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb; float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb; - texel0 = texel0 * Level0123Weight.x; // 1.0f; - texel1 = texel1 * Level0123Weight.y; // 0.21f; - texel2 = texel2 * Level0123Weight.z; // 0.19f; - texel3 = texel3 * Level0123Weight.w; // 0.17f; - texel4 = texel4 * Level4567Weight.x; // 0.15f; - texel5 = texel5 * Level4567Weight.y; // 0.14f; - texel6 = texel6 * Level4567Weight.z; // 0.13f; - texel7 = texel7 * Level4567Weight.w; // 0.12f; - texel8 = texel8 * Level89AWeight.x; // 0.11f; - texel9 = texel9 * Level89AWeight.y; // 0.10f; - texelA = texelA * Level89AWeight.z; // 0.09f; + texel0 = texel0 * Level0123Weight.x; + texel1 = texel1 * Level0123Weight.y; + texel2 = texel2 * Level0123Weight.z; + texel3 = texel3 * Level0123Weight.w; + texel4 = texel4 * Level4567Weight.x; + texel5 = texel5 * Level4567Weight.y; + texel6 = texel6 * Level4567Weight.z; + texel7 = texel7 * Level4567Weight.w; + texel8 = texel8 * Level89AWeight.x; + texel9 = texel9 * Level89AWeight.y; + texelA = texelA * Level89AWeight.z; float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); |