diff options
Diffstat (limited to 'hlsl/primary.fx')
-rw-r--r-- | hlsl/primary.fx | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/hlsl/primary.fx b/hlsl/primary.fx index da9abf028be..130c1cd4706 100644 --- a/hlsl/primary.fx +++ b/hlsl/primary.fx @@ -45,24 +45,33 @@ struct PS_INPUT // Simple Vertex Shader //----------------------------------------------------------------------------- +static const float Epsilon = 1.0e-7f; + uniform float2 ScreenDims; +uniform float2 TargetDims; uniform bool PostPass; + uniform float Brighten; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + 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 = PostPass + float2 targetDims = TargetDims + Epsilon; // bug: with exact target dimensions the font disappears + + Output.TexCoord = PostPass ? Input.Position.xy / ScreenDims : Input.TexCoord; + Output.TexCoord += PostPass + ? 0.5f / targetDims // half texel offset correction (DX9) + : 0.0f; Output.Color = Input.Color; @@ -76,7 +85,9 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - return BaseTexel * (Input.Color + float4(Brighten, Brighten, Brighten, 0.0f)); + BaseTexel *= Input.Color + float4(Brighten, Brighten, Brighten, 0.0f); + + return BaseTexel; } //----------------------------------------------------------------------------- |