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-rw-r--r--hlsl/focus.fx33
1 files changed, 15 insertions, 18 deletions
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index c5e5262fedd..1e2e668911b 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -51,7 +51,6 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetDims;
-uniform float2 SourceRect;
uniform float2 QuadDims;
VS_OUTPUT vs_main(VS_INPUT Input)
@@ -64,7 +63,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- float2 TexCoord = Input.TexCoord;
+ float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
@@ -78,30 +77,28 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Defocus Pixel Shader
//-----------------------------------------------------------------------------
-float2 Coord1Offset = float2( 0.75f, 0.50f);
-float2 Coord2Offset = float2( 0.25f, 1.00f);
-float2 Coord3Offset = float2(-0.50f, 0.75f);
-float2 Coord4Offset = float2(-1.00f, 0.25f);
-float2 Coord5Offset = float2(-0.75f, -0.50f);
-float2 Coord6Offset = float2(-0.25f, -1.00f);
-float2 Coord7Offset = float2( 0.50f, -0.75f);
-float2 Coord8Offset = float2( 1.00f, -0.25f);
-
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
+static const float2 Coord1Offset = float2( 0.75f, 0.50f);
+static const float2 Coord2Offset = float2( 0.25f, 1.00f);
+static const float2 Coord3Offset = float2(-0.50f, 0.75f);
+static const float2 Coord4Offset = float2(-1.00f, 0.25f);
+static const float2 Coord5Offset = float2(-0.75f, -0.50f);
+static const float2 Coord6Offset = float2(-0.25f, -1.00f);
+static const float2 Coord7Offset = float2( 0.50f, -0.75f);
+static const float2 Coord8Offset = float2( 1.00f, -0.25f);
+
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 QuadRatio =
- float2(1.0f, SwapXY
- ? QuadDims.y / QuadDims.x
- : QuadDims.x / QuadDims.y);
+ // we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
+ float2 defocus = SwapXY ? Defocus.yx : Defocus.xy;
- // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
- float2 TexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio;
+ // imaginary texel dimensions independed from screen dimension, but ratio
+ float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
- float2 DefocusTexelDims = Defocus * TexelDims;
+ float2 DefocusTexelDims = defocus * TexelDims;
float4 d = tex2D(DiffuseSampler, Input.TexCoord);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;