| @@ -42,22 +42,26 @@ void main(float4 in_Position : POSITION, | |||||
| uniform float4x4 proj_matrix, | uniform float4x4 proj_matrix, | ||||
| uniform float4x4 view_matrix, | uniform float4x4 view_matrix, | ||||
| uniform float4x4 model_matrix, | uniform float4x4 model_matrix, | ||||
| uniform float2 in_TexSize, | |||||
| out float2 out_TexCoord : TEXCOORD0, | out float2 out_TexCoord : TEXCOORD0, | ||||
| out float4 out_Position : POSITION) | out float4 out_Position : POSITION) | ||||
| { | { | ||||
| #if _XBOX | |||||
| float2 delta = float2(-0.5, -0.5) / in_TexSize; | |||||
| #else | |||||
| float2 delta = float2(0.0, 0.0); | |||||
| #endif | |||||
| out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Position))); | out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Position))); | ||||
| out_TexCoord = in_TexCoord; | |||||
| out_TexCoord = in_TexCoord + delta; | |||||
| } | } | ||||
| [frag.hlsl] | [frag.hlsl] | ||||
| void main(float2 in_TexCoord : TEXCOORD0, | void main(float2 in_TexCoord : TEXCOORD0, | ||||
| uniform sampler2D in_Texture, | uniform sampler2D in_Texture, | ||||
| uniform float2 in_TexSize, | |||||
| out float4 out_FragColor : COLOR) | out float4 out_FragColor : COLOR) | ||||
| { | { | ||||
| float2 delta = float2(-0.5, -0.5) / in_TexSize; | |||||
| float4 col = tex2D(in_Texture, in_TexCoord + delta); | |||||
| float4 col = tex2D(in_Texture, in_TexCoord); | |||||
| out_FragColor = col; | out_FragColor = col; | ||||
| } | } | ||||