Minor optimizations + Potential bugfixes
This commit is contained in:
@@ -5,7 +5,7 @@
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Windows
|
||||
/config:
|
||||
/profile:Reach
|
||||
/profile:HiDef
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
@@ -27,7 +27,7 @@ float2 xBumpPos;
|
||||
float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
|
||||
{
|
||||
float4 bumpColor = tex2D(WaterBumpSampler, texCoord+xWavePos+xBumpPos);
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord-xWavePos*2.0f+xBumpPos))/2.0f;
|
||||
bumpColor = (bumpColor + tex2D(WaterBumpSampler, texCoord-xWavePos*2.0f+xBumpPos))*0.5f;
|
||||
|
||||
float2 samplePos = texCoord;
|
||||
|
||||
@@ -40,7 +40,7 @@ float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoor
|
||||
sample += tex2D( TextureSampler, float2(samplePos.x+xBlurDistance, samplePos.y-xBlurDistance));
|
||||
sample += tex2D( TextureSampler, float2(samplePos.x-xBlurDistance, samplePos.y+xBlurDistance));
|
||||
|
||||
sample = sample / 4;
|
||||
sample = sample * 0.25;
|
||||
|
||||
return sample;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user