From d15d53c728b4848e3ed74d66b9ab446811e1acee Mon Sep 17 00:00:00 2001 From: ImJezze Date: Sun, 7 Feb 2016 13:40:24 +0100 Subject: Fixed Bloom Level Alignment - fixed target dimensions of bloom levels, which results in a much better alignment especially for game with very low resolution (therefore current bloom settings might look a little less intense than before) - small cleanups (nw) --- hlsl/downsample.fx | 19 +++++++++++-------- hlsl/focus.fx | 18 +++++++++--------- hlsl/prescale.fx | 4 ++-- 3 files changed, 22 insertions(+), 19 deletions(-) (limited to 'hlsl') diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx index 122172350f9..6cb18f53935 100644 --- a/hlsl/downsample.fx +++ b/hlsl/downsample.fx @@ -57,6 +57,11 @@ uniform float2 SourceRect; uniform bool PrepareVector; +static const float2 Coord0Offset = float2(-0.5f, -0.5f); +static const float2 Coord1Offset = float2( 0.5f, -0.5f); +static const float2 Coord2Offset = float2(-0.5f, 0.5f); +static const float2 Coord3Offset = float2( 0.5f, 0.5f); + VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; @@ -72,14 +77,12 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 TexCoord = Input.Position.xy / ScreenDims; - TexCoord += PrepareVector - ? 0.5f / TargetDims // half texel offset correction (DX9) - only for vector grpahics - : 0.0f; - - Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims; - Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims; - Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims; + TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + + Output.TexCoord01.xy = TexCoord + Coord0Offset * TargetTexelDims; + Output.TexCoord01.zw = TexCoord + Coord1Offset * TargetTexelDims; + Output.TexCoord23.xy = TexCoord + Coord2Offset * TargetTexelDims; + Output.TexCoord23.zw = TexCoord + Coord3Offset * TargetTexelDims; return Output; } diff --git a/hlsl/focus.fx b/hlsl/focus.fx index c5e5262fedd..5f329e9634e 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -78,19 +78,19 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Defocus Pixel Shader //----------------------------------------------------------------------------- -float2 Coord1Offset = float2( 0.75f, 0.50f); -float2 Coord2Offset = float2( 0.25f, 1.00f); -float2 Coord3Offset = float2(-0.50f, 0.75f); -float2 Coord4Offset = float2(-1.00f, 0.25f); -float2 Coord5Offset = float2(-0.75f, -0.50f); -float2 Coord6Offset = float2(-0.25f, -1.00f); -float2 Coord7Offset = float2( 0.50f, -0.75f); -float2 Coord8Offset = float2( 1.00f, -0.25f); - uniform float2 Defocus = float2(0.0f, 0.0f); uniform bool SwapXY = false; +static const float2 Coord1Offset = float2( 0.75f, 0.50f); +static const float2 Coord2Offset = float2( 0.25f, 1.00f); +static const float2 Coord3Offset = float2(-0.50f, 0.75f); +static const float2 Coord4Offset = float2(-1.00f, 0.25f); +static const float2 Coord5Offset = float2(-0.75f, -0.50f); +static const float2 Coord6Offset = float2(-0.25f, -1.00f); +static const float2 Coord7Offset = float2( 0.50f, -0.75f); +static const float2 Coord8Offset = float2( 1.00f, -0.25f); + float4 ps_main(PS_INPUT Input) : COLOR { float2 QuadRatio = diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx index 846c02577ce..6faa659e6d0 100644 --- a/hlsl/prescale.fx +++ b/hlsl/prescale.fx @@ -54,13 +54,13 @@ uniform float2 TargetDims; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; - + Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom - + Output.TexCoord = Input.TexCoord; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) -- cgit v1.2.3-70-g09d2