From 11395616ddde568531c640a461d70d526bb112ab Mon Sep 17 00:00:00 2001 From: ImJezze Date: Thu, 25 Feb 2016 20:58:49 +0100 Subject: Bloom refactoring - calculation of bloom dimensions is now done only once, when render target is created - reduced blur width for non-vector screens - implemented shadow u/v option for source tile mode --- hlsl/downsample.fx | 21 +++++++-------------- 1 file changed, 7 insertions(+), 14 deletions(-) (limited to 'hlsl/downsample.fx') diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 3afcdc703dd..fad2ef8341f 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -57,6 +57,8 @@ uniform float2 SourceDims; uniform float2 SourceRect; uniform float2 QuadDims; +uniform int BloomLevel; + uniform bool VectorScreen; static const float2 Coord0Offset = float2(-0.5f, -0.5f); @@ -68,9 +70,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - float2 TargetTexelDims = 1.0f / TargetDims; - float2 ScreenTexelDims = 1.0f / ScreenDims; - float2 SourceTexelDims = 1.0f / SourceDims; + float2 HalfTargetTexelDims = 0.5f / TargetDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; @@ -83,17 +83,10 @@ VS_OUTPUT vs_main(VS_INPUT Input) float2 TexCoord = Input.Position.xy / ScreenDims; TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - float2 VectorTexelOffset = ScreenTexelDims * -0.5; - float2 RasterTexelOffset = SourceTexelDims * (0.5f * SourceRect) * (1.0f - (QuadDims / ScreenDims)); - - TexCoord += VectorScreen - ? VectorTexelOffset - : RasterTexelOffset; - - Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims; - Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims; - Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims; - Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims; + Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims; + Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims; + Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims; + Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims; return Output; } -- cgit v1.2.3-70-g09d2