diff options
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/color.fx | 6 | ||||
-rw-r--r-- | hlsl/deconverge.fx | 6 | ||||
-rw-r--r-- | hlsl/phosphor.fx | 12 | ||||
-rw-r--r-- | hlsl/post.fx | 7 |
4 files changed, 16 insertions, 15 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx index 8b618eb325a..e04d93daabd 100644 --- a/hlsl/color.fx +++ b/hlsl/color.fx @@ -7,9 +7,9 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; + MipFilter = POINT; + MinFilter = POINT; + MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index 1a0ccf79592..74f7be1447f 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -7,9 +7,9 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; + MipFilter = POINT; + MinFilter = POINT; + MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 6512cc4739a..242c23d26a2 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -7,9 +7,9 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; + MipFilter = POINT; + MinFilter = POINT; + MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; @@ -20,9 +20,9 @@ texture LastPass; sampler PreviousSampler = sampler_state { Texture = <LastPass>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; + MipFilter = POINT; + MinFilter = POINT; + MagFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; diff --git a/hlsl/post.fx b/hlsl/post.fx index c9bd0f79b04..4186e040e47 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -154,18 +154,19 @@ float4 ps_main(PS_INPUT Input) : COLOR clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1); // -- Scanline Simulation -- - float3 ScanBrightness = lerp(1.0f, abs(sin(((BaseCoord.y * Ratios.y * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount); + float InnerSine = BaseCoord.y * RawHeight * ScanlineScale + 0.5f; + float3 ScanBrightness = lerp(1.0f, sin(InnerSine * PI * 2.0f + ScanlineOffset * RawHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount); float3 Scanned = BaseTexel.rgb * ScanBrightness; float2 ShadowDims = float2(ShadowWidth, ShadowHeight); float2 ShadowUV = float2(ShadowU, ShadowV); float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY); - float2 ShadowFrac = frac(ScreenCurveCoord * ShadowMaskSize * Ratios * 0.5f); + float2 ShadowFrac = frac((ScreenCurveCoord * ShadowMaskSize * 0.5f) / Ratios); float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims; float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow); // -- Final Pixel -- - float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel * 1.25f, ShadowBrightness), BaseTexel.a) * Input.Color; + float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color; return Output; } |