Revert "obs-transitions: Avoid branching in slide_transition.effect"

This reverts commit 0edaebe192.

The commit was actually less optimal than it was before.  Shaders are
always fully unfolded and both sides of a branch are always executed.
Despite that fact, the "avoid branching" commit actually *added* two
extra unnecessary instructions with the same number of actual sample
instructions, making it arguably less optimal than before.

This was tested via the D3DDissamble function.
master
jp9000 2016-11-25 12:17:36 -08:00
parent d2bb7157c2
commit e87031f4d6
1 changed files with 5 additions and 6 deletions

View File

@ -28,12 +28,11 @@ float4 PSSlide(VertData v_in) : TARGET
{
float2 tex_a_uv = v_in.uv + tex_a_dir;
float2 tex_b_uv = v_in.uv - tex_b_dir;
float4 tex_a_sample = tex_a.Sample(textureSampler, tex_a_uv);
float4 tex_b_sample = tex_b.Sample(textureSampler, tex_b_uv);
float val = saturate(abs((tex_a_uv.x - saturate(tex_a_uv.x)) + (tex_a_uv.y - saturate(tex_a_uv.y))) * 65535);
return lerp(tex_a_sample, tex_b_sample, val);
return (tex_a_uv.x - saturate(tex_a_uv.x) != 0.0) ||
(tex_a_uv.y - saturate(tex_a_uv.y) != 0.0)
? tex_b.Sample(textureSampler, tex_b_uv)
: tex_a.Sample(textureSampler, tex_a_uv);
}
technique Slide