diff --git a/res/gamedata/shaders/gl/combine_1.ps b/res/gamedata/shaders/gl/combine_1.ps index 25d927e7cc6..c0a49c3ab4e 100644 Binary files a/res/gamedata/shaders/gl/combine_1.ps and b/res/gamedata/shaders/gl/combine_1.ps differ diff --git a/res/gamedata/shaders/gl/common_defines.h b/res/gamedata/shaders/gl/common_defines.h index debc3bc05bf..24a95eb35cc 100644 --- a/res/gamedata/shaders/gl/common_defines.h +++ b/res/gamedata/shaders/gl/common_defines.h @@ -17,8 +17,6 @@ #ifndef SMAP_size #define SMAP_size 1024.0 #endif -#define PARALLAX_H 0.02 -#define parallax float2(PARALLAX_H, -PARALLAX_H/2) ////////////////////////////////////////////////////////////////////////////////////////// #endif // common_defines_h_included \ No newline at end of file diff --git a/res/gamedata/shaders/gl/mark_msaa_edges.ps b/res/gamedata/shaders/gl/mark_msaa_edges.ps index 3af3db26486..34383fd00cd 100644 Binary files a/res/gamedata/shaders/gl/mark_msaa_edges.ps and b/res/gamedata/shaders/gl/mark_msaa_edges.ps differ diff --git a/res/gamedata/shaders/gl/shared/common.h b/res/gamedata/shaders/gl/shared/common.h index b0cb16d723e..9db5106ffbd 100644 --- a/res/gamedata/shaders/gl/shared/common.h +++ b/res/gamedata/shaders/gl/shared/common.h @@ -118,6 +118,7 @@ void sincos(float x, out float s, out float c) { s = sin(x); c = cos(x); } uniform float4 pos_decompression_params; uniform float4 pos_decompression_params2; + uniform float4 parallax; // uniform float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution) //} diff --git a/src/Layers/xrRenderPC_GL/gl_rendertarget_mark_msaa_edges.cpp b/src/Layers/xrRenderPC_GL/gl_rendertarget_mark_msaa_edges.cpp index 647277e9042..b56a28d0209 100644 --- a/src/Layers/xrRenderPC_GL/gl_rendertarget_mark_msaa_edges.cpp +++ b/src/Layers/xrRenderPC_GL/gl_rendertarget_mark_msaa_edges.cpp @@ -8,16 +8,16 @@ void CRenderTarget::mark_msaa_edges() // Fill vertex buffer FVF::TL2uv* pv = (FVF::TL2uv*)RCache.Vertex.Lock(4, g_combine_2UV->vb_stride, Offset); - pv->set(-1, -1, 0, d_W, C, 0, 1, 0, 0); + pv->set(-1, -1, 0, d_W, C, 0, 0, 0, 0); pv++; - pv->set(-1, 1, d_Z, d_W, C, 0, 0, 0, 0); + pv->set(-1, 1, d_Z, d_W, C, 0, 1, 0, 0); pv++; - pv->set(1, -1, d_Z, d_W, C, 1, 1, 0, 0); + pv->set(1, -1, d_Z, d_W, C, 1, 0, 0, 0); pv++; - pv->set(1, 1, d_Z, d_W, C, 1, 0, 0, 0); + pv->set(1, 1, d_Z, d_W, C, 1, 1, 0, 0); pv++; RCache.Vertex.Unlock(4, g_combine_2UV->vb_stride); - u_setrt(NULL,NULL,NULL, rt_MSAADepth->pZRT); + u_setrt(Device.dwWidth, Device.dwHeight, 0, 0, 0, rt_MSAADepth->pZRT); RCache.set_Element(s_mark_msaa_edges->E[0]); RCache.set_Geometry(g_combine_2UV); RCache.set_Stencil(TRUE, D3DCMP_ALWAYS, 0x80, 0xFF, 0x80, D3DSTENCILOP_KEEP, D3DSTENCILOP_REPLACE,