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/prescale.fx | 18 ++++-------------- 1 file changed, 4 insertions(+), 14 deletions(-) (limited to 'hlsl/prescale.fx') diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx index 3c207875ca2..c4aa19d86c0 100644 --- a/hlsl/prescale.fx +++ b/hlsl/prescale.fx @@ -42,24 +42,20 @@ struct PS_INPUT // Passthrough Vertex Shader //----------------------------------------------------------------------------- -uniform float TargetWidth; -uniform float TargetHeight; - uniform float2 RawDims; +uniform float2 ScreenDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; 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.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight); + Output.TexCoord = Input.TexCoord + 0.5f / ScreenDims; return Output; } @@ -70,12 +66,6 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { - //float2 TexCoord = Input.TexCoord * RawDims; - //TexCoord -= frac(TexCoord); - //TexCoord += 0.5f; - //TexCoord /= RawDims; - // - //return tex2D(DiffuseSampler, TexCoord); return tex2D(DiffuseSampler, Input.TexCoord); } -- cgit v1.2.3