diff options
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 28 |
1 files changed, 6 insertions, 22 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index b7579fc24ed..18eaa8313c0 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -50,11 +50,7 @@ struct PS_INPUT uniform float2 ScreenDims; uniform float2 TargetSize; -uniform float2 Prescale = float2(8.0f, 8.0f); - -uniform float BloomRescale; - -uniform bool PrepareVector = false; +uniform float2 Prescale = float2(1.0f, 1.0f); VS_OUTPUT vs_main(VS_INPUT Input) { @@ -71,22 +67,10 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; - - // Vector graphics is not prescaled it has the size of the screen - if (PrepareVector) - { - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize; - } - else - { - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale; - } + Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale; + Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale; + Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale; + Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale; return Output; } @@ -102,7 +86,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); - float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0 * BloomRescale; + float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0; return float4(outTexel.rgb, 1.0f); } |