From 22f9d54c0b4bd6dacc30853e07063631d9e0bbd1 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Tue, 8 Nov 2022 10:29:48 -0600 Subject: [PATCH] from @GoldenThumbs: HDR editor bloom fix --- .../game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.glsl | 2 +- .../game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.hlsl | 2 +- .../BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl | 2 +- .../BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.glsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.glsl index 909720faa..5a18e8097 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.glsl @@ -57,7 +57,7 @@ void main() vec3 offsetWeight = KERNEL[i]; vec2 offsetXY = offsetWeight.xy * oneOverTargetSize * filterRadius; float weight = offsetWeight.z; - vec4 sampleCol = texture(mipTex, IN_uv0 + offsetXY); + vec4 sampleCol = texture(mipTex, IN_uv1 + offsetXY); upSample += sampleCol * weight; } diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.hlsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.hlsl index cb30033db..3d44475d2 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.hlsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_Bloom/upSampleP.hlsl @@ -52,7 +52,7 @@ float4 main(PFXVertToPix IN) : TORQUE_TARGET0 float3 offsetWeight = KERNEL[i]; float2 offset = offsetWeight.xy * oneOverTargetSize * filterRadius; float weight = offsetWeight.z; - float4 sampleCol = TORQUE_TEX2D(mipTex, IN.uv0 + offset); + float4 sampleCol = TORQUE_TEX2D(mipTex, IN.uv1 + offset); upSample += sampleCol * weight; } diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl index 9e8b66597..f85ac3dd7 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.glsl @@ -97,7 +97,7 @@ void main() { vec4 _sample = hdrDecode( texture( sceneTex, IN_uv0 ) ); float adaptedLum = texture( luminanceTex, vec2( 0.5f, 0.5f ) ).r; - vec4 bloom = texture( bloomTex, IN_uv0 ); + vec4 bloom = texture( bloomTex, IN_uv2 ); diff --git a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl index 5eddfd88b..4bffa383b 100644 --- a/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl +++ b/Templates/BaseGame/game/core/postFX/scripts/HDR/HDR_finalPass.hlsl @@ -92,7 +92,7 @@ float4 main( PFXVertToPix IN ) : TORQUE_TARGET0 { float4 sample = hdrDecode( TORQUE_TEX2D( sceneTex, IN.uv0 ) ); float adaptedLum = TORQUE_TEX2D( luminanceTex, float2( 0.5f, 0.5f ) ).r; - float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv0 ); + float4 bloom = TORQUE_TEX2D( bloomTex, IN.uv2 ); // Add the bloom effect. sample += bloom;