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-rw-r--r--hlsl/post.fx12
1 files changed, 5 insertions, 7 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index b9a75fd5fa6..57cf821071f 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -88,10 +88,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float4 Position = Input.Position;
- Position.xy *= (ScreenDims + 1.0f) / ScreenDims;
- Position.xy -= 0.5f / ScreenDims;
-
float2 shadowUVOffset = ShadowUVOffset;
shadowUVOffset = xor(OrientationSwapXY, RotationSwapXY)
? shadowUVOffset.yx
@@ -101,16 +97,18 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 ScreenCoordPrescaleOffset = 0.0f;
ScreenCoordPrescaleOffset += shadowUVOffset;
- Output.ScreenCoord = Position.xy;
+ Output.ScreenCoord = Input.Position.xy;
Output.ScreenCoord += ScreenCoordPrescaleOffset;
- Output.Position = float4(Position.xyz, 1.0f);
+ Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = PrepareVector ? (Input.Position.xy / ScreenDims) : Input.TexCoord;
+ Output.TexCoord = PrepareVector
+ ? Input.Position.xy / ScreenDims
+ : Input.TexCoord; // + 0.5f / TargetDims;
Output.Color = Input.Color;