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| r11628 Monday 23rd May, 2011 at 01:53:03 UTC by MooglyGuy |
|---|
| More HLSL fixes |
| [hlsl] | phosphor.fx yiq_decode.fx yiq_encode.fx |
| r11627 | r11628 | |
|---|---|---|
| 155 | 155 | float2 CoordA = Input.Coord2.zw * RawDims; |
| 156 | 156 | float2 CoordB = Input.Coord3.zw * RawDims; |
| 157 | 157 | |
| 158 | float W = WValue; | |
| 158 | float W = WValue * 2.0f; | |
| 159 | 159 | float T0 = Coord0.x + AValue * Coord0.y + BValue; |
| 160 | 160 | float T1 = Coord1.x + AValue * Coord1.y + BValue; |
| 161 | 161 | float T2 = Coord2.x + AValue * Coord2.y + BValue; |
| r11627 | r11628 | |
|---|---|---|
| 107 | 107 | float2 Coord2 = (Input.Coord2.xy + float2(0.50f / RawWidth, 0.0f)) * Scaler; |
| 108 | 108 | float2 Coord3 = (Input.Coord3.xy + float2(0.75f / RawWidth, 0.0f)) * Scaler; |
| 109 | 109 | |
| 110 | float W = WValue; | |
| 110 | float W = WValue * 2.0f; | |
| 111 | 111 | float T0 = Coord0.x + AValue * Coord0.y + BValue; |
| 112 | 112 | float T1 = Coord1.x + AValue * Coord1.y + BValue; |
| 113 | 113 | float T2 = Coord2.x + AValue * Coord2.y + BValue; |
| r11627 | r11628 | |
|---|---|---|
| 79 | 79 | Output.Color = Input.Color; |
| 80 | 80 | |
| 81 | 81 | float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); |
| 82 | Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight); | |
| 83 | Output.PrevCoord = Output.TexCoord + 0.5f / float2(RawWidth, RawHeight); | |
| 82 | Output.TexCoord = Input.TexCoord + 0.5f * InvTexSize; | |
| 83 | Output.PrevCoord = Output.TexCoord + 0.5f * InvTexSize; | |
| 84 | 84 | |
| 85 | 85 | return Output; |
| 86 | 86 | } |
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