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author ImJezze <jezze@gmx.net>2015-09-26 18:22:51 +0200
committer ImJezze <jezze@gmx.net>2015-09-26 18:22:51 +0200
commit062e6e0383050546656dfed7261273a2d7d142a4 (patch)
treeb28fdb238ce5501908086d41f0e443cf11e6c313 /hlsl/distortion.fx
parent37f6ff0b653f840010a9b2dd18b5df9e6337aa2c (diff)
Refactoring, Fixes and Cleanup
- added distortion pass, which is applied after the bloom pass - moved vignetting, curvature, round corners and reflection effect to distortion pass - disabled distortion pass for multi screens and activated artworks due to not yet fixed misalignments - disabled scanlines for vector rendering in post pass shader - removed prescale knowledge from downsample, bloom and post pass shader - fixed half pixel offset in most shaders - fixed position of reflection effect when screen is rotated or flipped - fixed roundness of round corners in any aspect ratio - fixed shadow mask bleeding (nearly completly) - added bounds() and screen_bounds() getter to layout_view - added current_view() getter to render_target - some cleanup and refactoring
Diffstat (limited to 'hlsl/distortion.fx')
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1 files changed, 330 insertions, 0 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
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+// license:BSD-3-Clause
+// copyright-holders:ImJezze
+//-----------------------------------------------------------------------------
+// Distortion Effect
+//-----------------------------------------------------------------------------
+
+texture DiffuseTexture;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <DiffuseTexture>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float Epsilon = 1.0e-7f;
+static const float PI = 3.1415927f;
+static const float E = 2.7182817f;
+static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
+static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
+
+//-----------------------------------------------------------------------------
+// Functions
+//-----------------------------------------------------------------------------
+
+bool xor(bool a, bool b)
+{
+ return (a || b) && !(a && b);
+}
+
+// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
+float random(float2 seed)
+{
+ // irrationals for pseudo randomness
+ float2 i = float2(Gelfond, GelfondSchneider);
+
+ return frac(cos(dot(seed, i)) * 123456.0f);
+}
+
+// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
+float normalizedSigmoid(float n, float k)
+{
+ // valid for n and k in range of -1.0 and 1.0
+ return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
+}
+
+// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float roundBox(float2 p, float2 b, float r)
+{
+ return length(max(abs(p) - b + r, 0.0f)) - r;
+}
+
+//-----------------------------------------------------------------------------
+// Distortion Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims; // size of the window or fullscreen
+uniform float2 TargetDims;
+uniform float2 QuadDims; // size of the screen quad
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.xy /= ScreenDims;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
+
+ Output.Color = Input.Color;
+
+ Output.TexCoord = Input.Position.xy / ScreenDims;
+ Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 DefaultScreenRatio = float2(1.0f, 3.0f / 4.0f); // normalized screen ratio (defalt ratio of 4:3)
+
+uniform float CurvatureAmount = 0.0f;
+uniform float RoundCornerAmount = 0.0f;
+uniform float SmoothBorderAmount = 0.5f;
+uniform float VignettingAmount = 0.0f;
+uniform float ReflectionAmount = 0.0f;
+
+uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation
+uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation
+uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
+
+float2 GetRatioCorrecton()
+{
+ float ScreenRatio = ScreenDims.x / ScreenDims.y;
+ float QuadRatio = QuadDims.x / QuadDims.y;
+ float ScreenQuadRatio = QuadRatio / ScreenRatio;
+
+ return ScreenQuadRatio > 1.0f
+ ? float2(1.0, 1.0f / ScreenQuadRatio)
+ : float2(ScreenQuadRatio, 1.0);
+}
+
+float GetNoiseFactor(float3 n, float random)
+{
+ // smaller n become more noisy
+ return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
+}
+
+float GetVignetteFactor(float2 coord, float amount)
+{
+ float2 VignetteCoord = coord;
+
+ float VignetteLength = length(VignetteCoord);
+ float VignetteBlur = (amount * 0.75f) + 0.25;
+
+ // 0.5 full screen fitting circle
+ float VignetteRadius = 1.0f - (amount * 0.25f);
+ float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
+
+ return saturate(Vignette);
+}
+
+float GetSpotAddend(float2 coord, float amount)
+{
+ float2 RatioCorrection = GetRatioCorrecton();
+
+ float2 defaultScreenRatio = xor(OrientationSwapXY, RotationSwapXY)
+ ? DefaultScreenRatio.yx
+ : DefaultScreenRatio.xy;
+
+ // upper right quadrant
+ float2 spotOffset =
+ RotationType == 1 // 90°
+ ? float2(-0.25f, -0.25f)
+ : RotationType == 2 // 180°
+ ? float2(0.25f, -0.25f)
+ : RotationType == 3 // 270°
+ ? float2(0.25f, 0.25f)
+ : float2(-0.25f, 0.25f);
+
+ float2 SpotCoord = coord;
+ SpotCoord += spotOffset * defaultScreenRatio * RatioCorrection;
+
+ float SpotBlur = amount;
+
+ // 0.5 full screen fitting circle
+ float SpotRadius = amount * 0.75f;
+ float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
+
+ float SigmoidSpot = normalizedSigmoid(Spot, 0.75) * amount;
+
+ // increase strength by 100%
+ SigmoidSpot = SigmoidSpot * 2.0f;
+
+ return saturate(SigmoidSpot);
+}
+
+float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
+{
+ float2 RatioCorrection = GetRatioCorrecton();
+
+ smoothAmount = min(smoothAmount, radiusAmount);
+
+ float2 RoundCornerCoord = coord * 2;
+
+ float MinScreenDims = min(ScreenDims.x, ScreenDims.y);
+
+ float radius = MinScreenDims * 0.5 * max(radiusAmount, 0.01f);
+ float smooth = 1.0 / (MinScreenDims * 0.25 * max(smoothAmount, 0.01f));
+
+ // compute box
+ float box = roundBox(ScreenDims * RoundCornerCoord, ScreenDims * RatioCorrection, radius);
+
+ // apply smooth
+ // box *= smooth;
+ // box += 1.0f - pow(smooth * 0.5f, 0.5f);
+
+ float border = smoothstep(1.0f, 0.0f, box);
+
+ return saturate(border);
+}
+
+// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
+float2 GetDistortedCoords(float2 coord, float amount)
+{
+ amount *= 0.25f; // reduced amount
+
+ float2 RatioCorrection = GetRatioCorrecton();
+
+ // center coordinates
+ coord -= 0.5f;
+
+ coord /= RatioCorrection;
+
+ // lens distortion coefficient
+ float k = amount;
+
+ // cubic distortion value
+ float kcube = amount * 2.0f;
+
+ // compute cubic distortion factor
+ float r2 = coord.x * coord.x + coord.y * coord.y;
+ float f = kcube == 0.0f
+ ? 1 + r2 * k
+ : 1 + r2 * (k + kcube * sqrt(r2));
+
+ // correct zoom
+ f /= 1.0f + amount * 0.5f;
+
+ // apply cubic distortion factor
+ coord *= f;
+
+ coord *= RatioCorrection;
+
+ // uncenter coordinates
+ coord += 0.5f;
+
+ return coord;
+}
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 TexCoord = Input.TexCoord;
+ float2 BaseCoord = TexCoord;
+
+ // // test code
+ // // BaseCoord.x += (TexCoord.x > 0.5f ? -0.5f : 0.0f);
+ // BaseCoord.y += (TexCoord.y > 0.5f ? -0.5f : 0.0f);
+ // BaseCoord.y *= 2.0f;
+
+ // Screen Curvature
+ BaseCoord = GetDistortedCoords(BaseCoord, CurvatureAmount);
+
+ float2 BaseCoordCentered = BaseCoord;
+ BaseCoordCentered -= 0.5f;
+
+ // // test code
+ // BaseCoord.y /= 2.0f;
+ // // BaseCoord.x += (TexCoord.x > 0.5f ? +0.5f : 0.0f);
+ // BaseCoord.y += (TexCoord.y > 0.5 ? +0.5f : 0.0f);
+
+ float2 defaultScreenRatio = xor(OrientationSwapXY, RotationSwapXY)
+ ? DefaultScreenRatio.yx
+ : DefaultScreenRatio.xy;
+
+ float2 BaseRatioCoordCentered = BaseCoordCentered;
+ BaseRatioCoordCentered *= defaultScreenRatio;
+
+ // Color
+ float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ BaseColor.a = 1.0f;
+
+ // Vignetting Simulation
+ float2 VignetteCoord = BaseCoordCentered;
+
+ float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
+ BaseColor.rgb *= VignetteFactor;
+
+ // Light Reflection Simulation
+ float3 LightColor = float3(1.0f, 0.90f, 0.80f);
+
+ float2 SpotCoord = BaseRatioCoordCentered;
+ float2 NoiseCoord = BaseRatioCoordCentered;
+
+ float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
+ float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
+ BaseColor.rgb += SpotAddend * NoiseFactor * LightColor;
+
+ // Round Corners Simulation
+ float2 RoundCornerCoord = BaseCoordCentered;
+
+ float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, 0);
+ BaseColor.rgb *= roundCornerFactor;
+
+ // // test code
+ // BaseColor.rgb = BaseCoord.x * BaseCoord.y;
+ // BaseColor.rgb = TexCoord.y > 0.5f ? 1.0f : 0.5f;
+
+ return BaseColor;
+}
+
+//-----------------------------------------------------------------------------
+// Distortion Effect
+//-----------------------------------------------------------------------------
+
+technique DistortionTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+} \ No newline at end of file