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-rw-r--r--hlsl/distortion.fx8
1 files changed, 3 insertions, 5 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index 3dd1dbd44b6..e121cd2ff64 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -152,7 +152,7 @@ float GetSpotAddend(float2 coord, float amount)
float2 spotOffset = float2(-0.25f, 0.25f);
// normalized screen canvas ratio
- float2 CanvasRatio = SwapXY
+ float2 CanvasRatio = SwapXY
? float2(1.0f, QuadDims.x / QuadDims.y)
: float2(1.0f, QuadDims.y / QuadDims.x);
@@ -284,13 +284,11 @@ float4 ps_main(PS_INPUT Input) : COLOR
if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
{
- // we don't use the clip function, because we don't clear the render target before
- return float4(0.0f, 0.0f, 0.0f, 1.0f);
+ return float4(0, 0, 0, 1);
}
// Color
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
- BaseColor.a = 1.0f;
// Vignetting Simulation
float2 VignetteCoord = QuadCoord;
@@ -332,4 +330,4 @@ technique DefaultTechnique
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
-} \ No newline at end of file
+}