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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-18 00:35:16 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-18 00:35:16 +0000
commit2820e314518e822aab30587a817f0266787ff4a4 (patch)
tree1eca7ad6f4ff8bb8f9d65a55a230fd492d662b8f /hlsl/color.fx
parent09cc8833fb7a53c72c125b2b310f95bfe2413682 (diff)
HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
Diffstat (limited to 'hlsl/color.fx')
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diff --git a/hlsl/color.fx b/hlsl/color.fx
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+//-----------------------------------------------------------------------------
+// Color-Convolution Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+//-----------------------------------------------------------------------------
+// Post-Processing Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+ Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ Output.ExtraInfo = Input.ExtraInfo;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float RedFromRed = 1.0f;
+uniform float RedFromGrn = 0.0f;
+uniform float RedFromBlu = 0.0f;
+uniform float GrnFromRed = 0.0f;
+uniform float GrnFromGrn = 1.0f;
+uniform float GrnFromBlu = 0.0f;
+uniform float BluFromRed = 0.0f;
+uniform float BluFromGrn = 0.0f;
+uniform float BluFromBlu = 1.0f;
+
+uniform float YfromY = 1.0f;
+uniform float YfromI = 0.0f;
+uniform float YfromQ = 0.0f;
+uniform float IfromY = 0.0f;
+uniform float IfromI = 1.0f;
+uniform float IfromQ = 0.0f;
+uniform float QfromY = 0.0f;
+uniform float QfromI = 0.0f;
+uniform float QfromQ = 1.0f;
+
+uniform float RedOffset = 0.0f;
+uniform float GrnOffset = 0.0f;
+uniform float BluOffset = 0.0f;
+
+uniform float RedScale = 1.0f;
+uniform float GrnScale = 1.0f;
+uniform float BluScale = 1.0f;
+
+uniform float RedFloor = 0.0f;
+uniform float GrnFloor = 0.0f;
+uniform float BluFloor = 0.0f;
+
+uniform float Saturation = 1.0f;
+
+uniform float YScale = 1.0f;
+uniform float IScale = 1.0f;
+uniform float QScale = 1.0f;
+uniform float YOffset = 0.0f;
+uniform float IOffset = 0.0f;
+uniform float QOffset = 0.0f;
+
+uniform float RedPower = 2.2f;
+uniform float GrnPower = 2.2f;
+uniform float BluPower = 2.2f;
+
+uniform float YSubsampleLength = 3.0f;
+uniform float ISubsampleLength = 3.0f;
+uniform float QSubsampleLength = 3.0f;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ // -- Bandwidth Subsampling --
+ float YSubsampleWidth = (RawWidth * 2.0f) / YSubsampleLength;
+ float ISubsampleWidth = (RawWidth * 2.0f) / ISubsampleLength;
+ float QSubsampleWidth = (RawWidth * 2.0f) / QSubsampleLength;
+ float3 SubsampleWidth = float3(YSubsampleWidth, ISubsampleWidth, QSubsampleWidth);
+ float3 SubsampleFrac = frac(Input.TexCoord.x * SubsampleWidth);
+ float3 SubsampleCoord = (Input.TexCoord.x * SubsampleWidth - SubsampleFrac) / SubsampleWidth + SubsampleFrac / (SubsampleWidth * 2.0f);
+
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+
+ float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb;
+ float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb;
+ float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb;
+
+ float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x - SubsampleFrac.x / RawWidth, Input.TexCoord.y)).rgb;
+ float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y - SubsampleFrac.y / RawWidth, Input.TexCoord.y)).rgb;
+ float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z - SubsampleFrac.z / RawWidth, Input.TexCoord.y)).rgb;
+
+ YTexel = lerp(LastYTexel, YTexel, SubsampleFrac.x);
+ ITexel = lerp(LastITexel, ITexel, SubsampleFrac.y);
+ QTexel = lerp(LastQTexel, QTexel, SubsampleFrac.z);
+
+ // -- RGB Tint & Shift --
+ float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+
+ // -- RGB Offset & Scale --
+ float3 RGBScale = float3(RedScale, GrnScale, BluScale);
+ float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
+ float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift;
+ float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift;
+ float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift;
+
+ // -- Saturation --
+ float3 Gray = float3(0.3f, 0.59f, 0.11f);
+ float OutLumaY = dot(OutTexelY, Gray);
+ float OutLumaI = dot(OutTexelI, Gray);
+ float OutLumaQ = dot(OutTexelQ, Gray);
+ float3 OutChromaY = OutTexelY - OutLumaY;
+ float3 OutChromaI = OutTexelI - OutLumaI;
+ float3 OutChromaQ = OutTexelQ - OutLumaQ;
+ float3 SaturatedY = OutLumaY + OutChromaY * Saturation;
+ float3 SaturatedI = OutLumaI + OutChromaI * Saturation;
+ float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation;
+
+ // -- YIQ Convolution --
+ float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f));
+ float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f));
+ Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
+ I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
+ Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
+ float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
+ float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
+
+ OutRGB.r = pow(OutRGB.r, RedPower);
+ OutRGB.g = pow(OutRGB.g, GrnPower);
+ OutRGB.b = pow(OutRGB.b, BluPower);
+
+ // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
+ OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
+
+ // -- Final Pixel --
+ float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
+
+ return BaseTexel;
+}
+
+//-----------------------------------------------------------------------------
+// Color-Convolution Technique
+//-----------------------------------------------------------------------------
+
+technique ColorTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}