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-rw-r--r--hlsl/vector.fx8
1 files changed, 4 insertions, 4 deletions
diff --git a/hlsl/vector.fx b/hlsl/vector.fx
index 686b617bbd0..7de585fd3a0 100644
--- a/hlsl/vector.fx
+++ b/hlsl/vector.fx
@@ -46,7 +46,7 @@ float roundBox(float2 p, float2 b, float r)
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
-uniform float2 QuadDims;
+uniform float2 TargetDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@@ -76,7 +76,7 @@ uniform float LengthRatio; // Size at which fade is maximum
uniform float LengthScale; // How much length affects the vector's fade
uniform float BeamSmooth;
-float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, float smoothAmount)
+float GetBoundsFactor(float2 coord, float2 bounds, float radiusAmount, float smoothAmount)
{
// reduce smooth amount down to radius amount
smoothAmount = min(smoothAmount, radiusAmount);
@@ -100,7 +100,7 @@ float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, floa
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 lineSize = Input.SizeInfo / max(QuadDims.x, QuadDims.y); // normalize
+ float2 lineSize = Input.SizeInfo / max(TargetDims.x, TargetDims.y); // normalize
float lineLength = lineSize.x;
float lineLengthRatio = LengthRatio;
@@ -113,7 +113,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 outColor = float4(timeLengthModulate, timeLengthModulate, timeLengthModulate, 1.0f);
outColor *= Input.Color;
- float RoundCornerFactor = GetRoundCornerFactor(Input.TexCoord - 0.5f, Input.SizeInfo, 1.0f, BeamSmooth);
+ float RoundCornerFactor = GetBoundsFactor(Input.TexCoord - 0.5f, Input.SizeInfo, 1.0f, BeamSmooth);
outColor.rgb *= RoundCornerFactor;
return outColor;