diff options
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index e4e3b400ee7..7c1adc383bb 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -63,11 +63,10 @@ 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(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; + 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; } @@ -79,12 +78,11 @@ 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); - return float4(texel0.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); } //----------------------------------------------------------------------------- |