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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-19 19:14:20 +0000
commitcfd6731fa859c73c9a00defc70112592035da7f9 (patch)
treed4cb2b4f05b66d9e1d621b2e2b98be6f3d88d409 /hlsl/color.fx
parent545a7e58c00c113af22f2d73825d91baa4cfdb90 (diff)
HLSL Post-Processing Updates: [Ryan Holtz, Bat Country Entertainment, cgwg]
- The defocus pass is now switched off when defocus_x and defocus_y are zero, allowing finer-grained performance tuning. - Removed YIQ convolution from the main color-convolution shader and replaced it with a full composite encode/decode pass. This is slower, but looks amazing(ly like a terrible TV) and can be turned off. - More authentic NTSC dot crawl and bandwidth limiting.
Diffstat (limited to 'hlsl/color.fx')
-rw-r--r--hlsl/color.fx90
1 files changed, 16 insertions, 74 deletions
diff --git a/hlsl/color.fx b/hlsl/color.fx
index f2f3b907a83..639066b2794 100644
--- a/hlsl/color.fx
+++ b/hlsl/color.fx
@@ -55,6 +55,8 @@ uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
+uniform float YIQEnable;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -67,7 +69,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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);
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ float2 TexCoord = (Input.Position.xy * InvTexSize) / float2(WidthRatio, HeightRatio);
+ Output.TexCoord = lerp(Input.TexCoord, TexCoord, YIQEnable);
Output.ExtraInfo = Input.ExtraInfo;
return Output;
@@ -87,16 +91,6 @@ 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;
@@ -111,87 +105,35 @@ 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 --
- float3 SubsampleWidth = float3(YSubsampleLength, ISubsampleLength, QSubsampleLength);
- SubsampleWidth = (RawWidth * 2.0f) / SubsampleWidth;
- float3 SubsampleCoord = Input.TexCoord.x;
- float3 SubsampleFrac = frac(SubsampleCoord * SubsampleWidth); // Fraction is in subsample width units!
- SubsampleCoord = (SubsampleCoord * SubsampleWidth - SubsampleFrac) / SubsampleWidth;
-
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 + YSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y + ISubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
- float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z + QSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
-
- YTexel = lerp(YTexel, LastYTexel, SubsampleFrac.x);
- ITexel = lerp(ITexel, LastITexel, SubsampleFrac.y);
- QTexel = lerp(QTexel, LastQTexel, SubsampleFrac.z);
+ float3 OutRGB = BaseTexel.rgb;
// -- 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));
+ float ShiftedRed = dot(OutRGB, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrn = dot(OutRGB, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBlu = dot(OutRGB, 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;
+ float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * 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;
+ float OutLuma = dot(OutTexel, Gray);
+ float3 OutChroma = OutTexel - OutLuma;
+ float3 Saturated = OutLuma + OutChroma * 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);
+ OutRGB.r = pow(Saturated.r, RedPower);
+ OutRGB.g = pow(Saturated.g, GrnPower);
+ OutRGB.b = pow(Saturated.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);