diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-19 19:14:20 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-19 19:14:20 +0000 |
commit | cfd6731fa859c73c9a00defc70112592035da7f9 (patch) | |
tree | d4cb2b4f05b66d9e1d621b2e2b98be6f3d88d409 /hlsl/color.fx | |
parent | 545a7e58c00c113af22f2d73825d91baa4cfdb90 (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.fx | 90 |
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); |