diff options
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 21 |
1 files changed, 12 insertions, 9 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 9790af2b4a5..e4e3b400ee7 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -32,6 +32,7 @@ struct VS_INPUT float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT @@ -62,10 +63,11 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.xy *= float2(2.0f, 2.0f); Output.Color = Input.Color; float2 inversePixel = 1.0f / ScreenSize; - Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize; - Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize; - Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize; - Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize; + Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(1.0f, 1.0f) / TargetSize; + //Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize; + //Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize; + //Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize; + //Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize; return Output; } @@ -77,11 +79,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy); - float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); - float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); - float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); - float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale; - return float4(outTexel.rgb, 1.0f); + //float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); + //float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); + //float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); + //float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale; + //return float4(outTexel.rgb, 1.0f); + return float4(texel0.rgb, 1.0f); } //----------------------------------------------------------------------------- |