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https://github.com/holub/mame
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Fix raster_bloom_scale and vector_bloom_scale, nw
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@ -63,11 +63,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.Position.xy *= float2(2.0f, 2.0f);
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Output.Color = Input.Color;
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float2 inversePixel = 1.0f / ScreenSize;
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Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(1.0f, 1.0f) / TargetSize;
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//Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
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//Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
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//Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
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//Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
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Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
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Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
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Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
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Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
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return Output;
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}
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@ -79,12 +78,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
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//float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
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//float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
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//float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
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//float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
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//return float4(outTexel.rgb, 1.0f);
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return float4(texel0.rgb, 1.0f);
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float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
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float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
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float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
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float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
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return float4(outTexel.rgb, 1.0f);
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}
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//-----------------------------------------------------------------------------
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