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-rw-r--r--hlsl/downsample.fx21
1 files changed, 7 insertions, 14 deletions
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 3afcdc703dd..fad2ef8341f 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -57,6 +57,8 @@ uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 QuadDims;
+uniform int BloomLevel;
+
uniform bool VectorScreen;
static const float2 Coord0Offset = float2(-0.5f, -0.5f);
@@ -68,9 +70,7 @@ 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;
+ float2 HalfTargetTexelDims = 0.5f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
@@ -83,17 +83,10 @@ 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;
- Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims;
+ Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
+ Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
+ Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
+ Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
return Output;
}