diff options
Diffstat (limited to 'hlsl/downsample.fx')
-rw-r--r-- | hlsl/downsample.fx | 32 |
1 files changed, 23 insertions, 9 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 122172350f9..3afcdc703dd 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -53,15 +53,24 @@ struct PS_INPUT uniform float2 ScreenDims; uniform float2 TargetDims; +uniform float2 SourceDims; uniform float2 SourceRect; +uniform float2 QuadDims; -uniform bool PrepareVector; +uniform bool VectorScreen; + +static const float2 Coord0Offset = float2(-0.5f, -0.5f); +static const float2 Coord1Offset = float2( 0.5f, -0.5f); +static const float2 Coord2Offset = float2(-0.5f, 0.5f); +static const float2 Coord3Offset = float2( 0.5f, 0.5f); VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 TargetTexelDims = 1.0f / TargetDims; + float2 ScreenTexelDims = 1.0f / ScreenDims; + float2 SourceTexelDims = 1.0f / SourceDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; @@ -72,14 +81,19 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; - TexCoord += PrepareVector - ? 0.5f / TargetDims // half texel offset correction (DX9) - only for vector grpahics - : 0.0f; - - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims; + TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + + float2 VectorTexelOffset = ScreenTexelDims * -0.5; + float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims)); + + TexCoord += VectorScreen + ? VectorTexelOffset + : RasterTexelOffset; + + Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims; + Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims; + Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims; + Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims; return Output; } |