diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-18 00:35:16 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-18 00:35:16 +0000 |
commit | 2820e314518e822aab30587a817f0266787ff4a4 (patch) | |
tree | 1eca7ad6f4ff8bb8f9d65a55a230fd492d662b8f /hlsl/color.fx | |
parent | 09cc8833fb7a53c72c125b2b310f95bfe2413682 (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')
-rw-r--r-- | hlsl/color.fx | 219 |
1 files changed, 219 insertions, 0 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx new file mode 100644 index 00000000000..a94cb5a9eca --- /dev/null +++ b/hlsl/color.fx @@ -0,0 +1,219 @@ +//----------------------------------------------------------------------------- +// 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(); + } +} |