Scale quads after rendering to a screen texture instead of scaling directly. Fixes discontinuities in room editor and menu edges.

This commit is contained in:
elasota
2020-04-25 16:35:34 -04:00
parent ea217285c0
commit 5bb6b074f0
11 changed files with 358 additions and 154 deletions

View File

@@ -1,7 +1,7 @@
#include "DrawQuad.h"
SamplerState surfaceSampler : register(s0);
Texture2D<float> surfaceTexture : register(t0);
Texture2D<float3> surfaceTexture : register(t0);
struct SDrawQuadPixelOutput
{
@@ -10,9 +10,9 @@ struct SDrawQuadPixelOutput
SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
{
float surfaceColor = surfaceTexture.Sample(surfaceSampler, input.texCoord.xy).r;
float3 surfaceColor = surfaceTexture.Load(int3(input.texCoord.xy, 0)).rgb;
SDrawQuadPixelOutput result;
result.color = float4(surfaceColor, input.texCoord.x, input.texCoord.y, 1.0);
result.color = float4(surfaceColor, 1.0);
return result;
}