Code correction in Functions.cpp

Updated global shader example files.
This commit is contained in:
NovaRain
2020-10-09 08:52:14 +08:00
parent a02d90a52e
commit 3d99f6ea66
5 changed files with 182 additions and 62 deletions
+14 -9
View File
@@ -31,11 +31,16 @@ sampler BloomSampler : samplerstate
AddressV = Clamp;
};
// Variables that set the width and height of the current game resolution from sfall
float w;
float h;
// Variables that set the width and height of the current game resolution from sfall (only for global shaders)
int w;
int h;
// the pixel size is computed as: 1.0f / resolution
float2 rcpRes;
// system ticks (received from sfall)
//int tickcount;
static const float2 resolution = float2(w, h);
static const float2 wPass = float2(1, 0);
static const float2 hPass = float2(0, 1);
@@ -60,7 +65,7 @@ float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
float3 sumColor = (tex2D(s0, uv).rgb);
float brightness = Brightness(sumColor);
delta *= (1 / resolution);
delta *= rcpRes;
float totalWeight = 1;
float2 pointUV = uv + delta;
@@ -72,8 +77,8 @@ float4 BlurDeltaPassPS(float2 uv : TEXCOORD0, uniform float2 delta) : COLOR0
return float4((sumColor / totalWeight), 1);
}
static const float2 wDelta = float2(1, 0) * (1 / resolution);
static const float2 hDelta = float2(0, 1) * (1 / resolution);
static const float2 wDelta = float2(1, 0) * rcpRes;
static const float2 hDelta = float2(0, 1) * rcpRes;
float4 BlurPS(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
{
@@ -166,8 +171,8 @@ static const float sharpenVal0 = (Sharpen * (1.5 + EdgeSharpen));
static const float sharpenVal1 = ((sharpenVal0 - 1) / 8.0);
// pixel "width"
static const float px = (1.0 / w);
static const float py = (1.0 / h);
static const float px = rcpRes.x;
static const float py = rcpRes.y;
// for the blur filter
#define mean 1.0