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-rw-r--r--hlsl/downsample.fx13
1 files changed, 12 insertions, 1 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 6cb18f53935..3afcdc703dd 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -53,9 +53,11 @@ 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);
@@ -67,6 +69,8 @@ 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;
@@ -79,6 +83,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
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;