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-rw-r--r--hlsl/primary.fx14
1 files changed, 9 insertions, 5 deletions
diff --git a/hlsl/primary.fx b/hlsl/primary.fx
index ed73750185d..da9abf028be 100644
--- a/hlsl/primary.fx
+++ b/hlsl/primary.fx
@@ -33,7 +33,6 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -47,6 +46,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+
uniform bool PostPass;
uniform float Brighten;
@@ -56,11 +56,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ 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 ? (Input.Position.xy / ScreenDims) : Input.TexCoord;
+ Output.TexCoord = PostPass
+ ? Input.Position.xy / ScreenDims
+ : Input.TexCoord;
Output.Color = Input.Color;
@@ -87,6 +89,8 @@ technique TestTechnique
{
Lighting = FALSE;
+ Sampler[0] = <DiffuseSampler>;
+
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}