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authorAnton Fedchin <afedchin@ruswizards.com>2016-01-08 22:17:44 +0300
committerAnton Fedchin <afedchin@ruswizards.com>2016-02-07 22:31:24 +0300
commit3f1fbbe081c643cc2e80b57cef7a593ab9d39c7c (patch)
tree5e9132aa07bfaa487b34dcdb1013f34b8817ace3
parentd4a394f56237fe7e5575409ceb2eea7a2b3cd3df (diff)
[win32] Fixed convolution-6x6_d3d.fx shader.
-rw-r--r--system/shaders/convolution-6x6_d3d.fx8
1 files changed, 7 insertions, 1 deletions
diff --git a/system/shaders/convolution-6x6_d3d.fx b/system/shaders/convolution-6x6_d3d.fx
index d2f583a2c5..9ef8c080d8 100644
--- a/system/shaders/convolution-6x6_d3d.fx
+++ b/system/shaders/convolution-6x6_d3d.fx
@@ -38,6 +38,12 @@ SamplerState KernelSampler : IMMUTABLE
Filter = MIN_MAG_MIP_LINEAR;
};
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float2 TextureUV : TEXCOORD0;
+};
+
struct VS_OUTPUT
{
float2 TextureUV : TEXCOORD0;
@@ -47,7 +53,7 @@ struct VS_OUTPUT
//
// VS for rendering in screen space
//
-VS_OUTPUT VS(VS_OUTPUT In)
+VS_OUTPUT VS(VS_INPUT In)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Position.x = (In.Position.x / (g_viewPort.x / 2.0)) - 1;