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-rw-r--r--hlsl/post.fx18
1 files changed, 9 insertions, 9 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index f0babe68bca..81233f76b4e 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -99,12 +99,12 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.TexCoord = Input.TexCoord;
Output.TexCoord += PrepareBloom
? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
- : 0.5f / TargetDims; // fix half texel offset correction (DX9)
+ : 0.5f / TargetDims; // fix half texel offset (DX9)
Output.ScreenCoord = Input.Position.xy / ScreenDims;
Output.SourceCoord = Input.TexCoord;
- Output.SourceCoord += 0.5f / TargetDims;
+ Output.SourceCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
Output.Color = Input.Color;
@@ -141,19 +141,19 @@ uniform float2 ShadowUV = float2(0.25f, 0.25f);
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
-float2 GetAdjustedCoords(float2 coord, float2 centerOffset)
+float2 GetAdjustedCoords(float2 coord)
{
// center coordinates
- coord -= centerOffset;
+ coord -= 0.5f;
// apply screen scale
coord *= ScreenScale;
// un-center coordinates
- coord += centerOffset;
+ coord += 0.5f;
// apply screen offset
- coord += (centerOffset * 2.0) * ScreenOffset;
+ coord += ScreenOffset;
return coord;
}
@@ -195,7 +195,7 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
: shadowFrac.xy;
float2 shadowCoord = (shadowFrac * shadowUV);
- shadowCoord += 0.5f / shadowDims; // half texel offset
+ shadowCoord += 0.5f / shadowDims; // fix half texel offset (DX9)
return shadowCoord;
}
@@ -203,8 +203,8 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenCoord = Input.ScreenCoord;
- float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f);
- float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f);
+ float2 TexCoord = GetAdjustedCoords(Input.TexCoord);
+ float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord);
// Color
float4 BaseColor = tex2D(DiffuseSampler, TexCoord);