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Fixed mask orientation for vector screen
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4c7e845498
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1 changed files with 12 additions and 3 deletions
15
hlsl/post.fx
15
hlsl/post.fx
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@ -132,7 +132,7 @@ uniform float ScanlineHeight = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension
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uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
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uniform float ShadowAlpha = 0.0f;
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uniform float2 ShadowCount = float2(6.0f, 6.0f);
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uniform float2 ShadowUV = float2(0.25f, 0.25f);
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@ -174,17 +174,26 @@ float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
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float2 shadowUV = ShadowUV;
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float2 shadowCount = ShadowCount;
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canvasCoord = !VectorScreen && ShadowTileMode == 0 && SwapXY
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// swap x/y vector and raster in screen mode (not source mode)
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canvasCoord = ShadowTileMode == 0 && SwapXY
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? canvasCoord.yx
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: canvasCoord.xy;
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shadowCount = !VectorScreen && ShadowTileMode == 0 && SwapXY
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// swap x/y vector and raster in screen mode (not source mode)
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shadowCount = ShadowTileMode == 0 && SwapXY
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = canvasTexelDims * shadowCount;
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// swap x/y vector in screen mode (not raster and not source mode)
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shadowTile = VectorScreen && ShadowTileMode == 0 && SwapXY
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? shadowTile.yx
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: shadowTile.xy;
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float2 shadowFrac = frac(canvasCoord / shadowTile);
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// swap x/y raster in screen mode (not vector and not source mode)
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shadowFrac = !VectorScreen && ShadowTileMode == 0 && SwapXY
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? shadowFrac.yx
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: shadowFrac.xy;
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