diff options
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 12 |
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; |