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-rw-r--r--hlsl/color.fx11
1 files changed, 3 insertions, 8 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx
index 639066b2794..a647cbaeff3 100644
--- a/hlsl/color.fx
+++ b/hlsl/color.fx
@@ -69,9 +69,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
- float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
- float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
- Output.TexCoord = lerp(Input.TexCoord, TexCoord, YIQEnable);
+ Output.TexCoord = Input.TexCoord;
Output.ExtraInfo = Input.ExtraInfo;
return Output;
@@ -111,7 +109,7 @@ uniform float BluPower = 2.2f;
float4 ps_main(PS_INPUT Input) : COLOR
{
- float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord - 0.5f / float2(RawWidth, RawHeight));
float3 OutRGB = BaseTexel.rgb;
@@ -138,10 +136,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
- // -- Final Pixel --
- float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
-
- return Output;
+ return float4(OutRGB, 1.0f);
}
//-----------------------------------------------------------------------------