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-rw-r--r--hlsl/downsample.fx32
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;
}