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| author | lbavoil <[email protected]> | 2016-12-06 10:21:06 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2016-12-06 10:21:06 +0100 |
| commit | b1dbe7bc02bdc422fabebe30d82cd4e625d6c3b2 (patch) | |
| tree | 1eaf590726e6548095e37f1762c8b1a5c0df7d40 /src | |
| parent | Revert previous change in CoarseAO_PS. Add comments in RotateDirection. (diff) | |
| download | hbaoplus-b1dbe7bc02bdc422fabebe30d82cd4e625d6c3b2.tar.xz hbaoplus-b1dbe7bc02bdc422fabebe30d82cd4e625d6c3b2.zip | |
Polish HLSL. No functional change.
Diffstat (limited to 'src')
| -rw-r--r-- | src/shaders/src/CoarseAO_PS.hlsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/shaders/src/CoarseAO_PS.hlsl b/src/shaders/src/CoarseAO_PS.hlsl index 4854acb..b884f47 100644 --- a/src/shaders/src/CoarseAO_PS.hlsl +++ b/src/shaders/src/CoarseAO_PS.hlsl @@ -64,13 +64,13 @@ float3 FetchQuarterResViewPos(float2 UV) } //---------------------------------------------------------------------------------- -float2 RotateDirection(float2 Direction, float2 RotationCosSin) +float2 RotateDirection(float2 V, float2 RotationCosSin) { - // Dir is the normalized 2D direction to be rotated + // V is the normalized 2D vector to be rotated // RotationCosSin is (cos(alpha),sin(alpha)) where alpha is the rotation angle // A 2D rotation matrix is applied (see https://en.wikipedia.org/wiki/Rotation_matrix) - return float2(Direction.x*RotationCosSin.x - Direction.y*RotationCosSin.y, - Direction.x*RotationCosSin.y + Direction.y*RotationCosSin.x); + return float2(V.x*RotationCosSin.x - V.y*RotationCosSin.y, + V.x*RotationCosSin.y + V.y*RotationCosSin.x); } //---------------------------------------------------------------------------------- |