Small shader corrections (nw)

This commit is contained in:
ImJezze 2016-06-19 22:23:02 +02:00
parent f056b622bc
commit 2f06a08ec4
15 changed files with 8 additions and 8 deletions

View file

@ -176,9 +176,9 @@ float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, floa
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(bounds.x, bounds.y);
float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
float amountMinimum = 1.0f / range;
float radius = range * max(radiusAmount, amountMinimum);
float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f));
float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);

View file

@ -67,7 +67,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
static const float PI = 3.1415927f;
static const float PHI = 1.618034f;
static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
@ -259,7 +259,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
float ScanlineCoordJitter = ScanlineOffset * PHI;
float ScanlineCoordJitter = ScanlineOffset * HalfPI;
float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);

View file

@ -82,9 +82,9 @@ float GetRoundCornerFactor(float2 coord, float2 bounds, float radiusAmount, floa
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(bounds.x, bounds.y);
float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
float amountMinimum = 1.0f / range;
float radius = range * max(radiusAmount, amountMinimum);
float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f));
float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);

View file

@ -105,7 +105,7 @@ float GetRoundCornerFactor(vec2 coord, vec2 bounds, float radiusAmount, float sm
float range = min(bounds.x, bounds.y);
float amountMinimum = range > 0.0f ? 1.0f / range : 0.0f;
float radius = range * max(radiusAmount, amountMinimum);
float smooth_val = 1.0f / (range * max(smoothAmount, amountMinimum * 3.0f));
float smooth_val = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);

View file

@ -155,7 +155,7 @@ void main()
ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.618034; // PHI
float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
float ScanSine = sin(ScanCoord + ScanCoordJitter);
float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);