From a86d35158c890edd96950f980c2a8545ba35e2f9 Mon Sep 17 00:00:00 2001 From: Ryan Holtz Date: Wed, 28 Aug 2013 00:36:02 +0000 Subject: minor shader cleanup, nw --- hlsl/deconverge.fx | 16 +++------------- 1 file changed, 3 insertions(+), 13 deletions(-) (limited to 'hlsl/deconverge.fx') diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx index 1478dd23418..bcf3b2ee5a7 100644 --- a/hlsl/deconverge.fx +++ b/hlsl/deconverge.fx @@ -57,8 +57,7 @@ struct PS_INPUT uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f); uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f); -uniform float TargetWidth; -uniform float TargetHeight; +uniform float2 ScreenDims; uniform float2 RawDims; @@ -76,11 +75,9 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 invDims = 1.0f / RawDims; float2 Ratios = SizeRatio; Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.x /= TargetWidth; - Output.Position.y /= TargetHeight; + Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; - Output.Position.x -= 0.5f; - Output.Position.y -= 0.5f; + Output.Position.xy -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; float2 TexCoord = Input.TexCoord; @@ -95,9 +92,6 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x; Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawDims.y) + 0.5f) * Ratios.y + ConvergeY * invDims.y; - //Output.RedCoord = (ScaledRatio * (1.0f + RadialRed / RawDims) + 0.5f) * SizeRatio + ConvergeRed * invDims; - //Output.GrnCoord = (ScaledRatio * (1.0f + RadialGrn / RawDims) + 0.5f) * SizeRatio + ConvergeGrn * invDims; - //Output.BluCoord = (ScaledRatio * (1.0f + RadialBlu / RawDims) + 0.5f) * SizeRatio + ConvergeBlu * invDims; Output.TexCoord = TexCoord; return Output; @@ -110,14 +104,10 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a; - //float RedTexel = tex2D(DiffuseSampler, Input.RedCoord).r; - //float GrnTexel = tex2D(DiffuseSampler, Input.GrnCoord).g; - //float BluTexel = tex2D(DiffuseSampler, Input.BluCoord).b; float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r; float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g; float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b; - //return float4(Input.TexCoord, 0.0f, 1.0f); return float4(RedTexel, GrnTexel, BluTexel, Alpha); } -- cgit v1.2.3