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author | 2017-01-05 12:30:07 -0500 | |
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committer | 2017-01-05 12:30:07 -0500 | |
commit | 311a56b958a0d9b2317c3b9787c174f1e4651810 (patch) | |
tree | 88f5eaf46bfd2c9838b5a6478285dac5b04366ab /hlsl/ghosting.fx | |
parent | ff28f114b4591eafc1a64e2e000997b763a9e369 (diff) |
Revert "New phosphor persistence shaders for HLSL"
Diffstat (limited to 'hlsl/ghosting.fx')
-rw-r--r-- | hlsl/ghosting.fx | 159 |
1 files changed, 0 insertions, 159 deletions
diff --git a/hlsl/ghosting.fx b/hlsl/ghosting.fx deleted file mode 100644 index f09bab41fba..00000000000 --- a/hlsl/ghosting.fx +++ /dev/null @@ -1,159 +0,0 @@ -// license:BSD-3-Clause -// copyright-holders:Ryan Holtz, Westley M. Martinez -//----------------------------------------------------------------------------- -// Ghosting Effect -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -// Sampler Definitions -//----------------------------------------------------------------------------- - -texture Diffuse; - -sampler DiffuseSampler = sampler_state -{ - Texture = <Diffuse>; - SRGBTexture = TRUE; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; -}; - -texture LastPass; - -sampler PreviousSampler = sampler_state -{ - Texture = <LastPass>; - SRGBTexture = TRUE; - 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 PrevCoord : TEXCOORD1; -}; - -struct VS_INPUT -{ - float3 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; -}; - -struct PS_INPUT -{ - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 PrevCoord : TEXCOORD1; -}; - -//----------------------------------------------------------------------------- -// Phosphor Vertex Shader -//----------------------------------------------------------------------------- - -uniform float2 ScreenDims; -uniform float2 TargetDims; - -uniform bool Passthrough; - -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.TexCoord = Input.TexCoord; - Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - - Output.PrevCoord = Output.TexCoord; - - Output.Color = Input.Color; - - return Output; -} - -//----------------------------------------------------------------------------- -// Phosphor Pixel Shader -//----------------------------------------------------------------------------- - -uniform float DeltaTime = 0.0f; -uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f }; -uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f }; -static const float TAU_FACTOR = 0.159154943; - -float4 ps_main(PS_INPUT Input) : COLOR -{ - float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); - float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; - float3 tau = { 0.0f, 0.0f, 0.0f }; - float r = PrevPix.r; - float g = PrevPix.g; - float b = PrevPix.b; - - if (CurrPix.r > r) { - tau.r = LCDRise.r * TAU_FACTOR; - r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) * - (1 - exp(-DeltaTime / tau.r)) + r; - } - else { - tau.r = LCDFall.r * TAU_FACTOR; - r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) * - exp(-DeltaTime / tau.r) + CurrPix.r; - } - if (CurrPix.g > g) { - tau.g = LCDRise.g * TAU_FACTOR; - g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) * - (1 - exp(-DeltaTime / tau.g)) + g; - } - else { - tau.g = LCDFall.g * TAU_FACTOR; - g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) * - exp(-DeltaTime / tau.g) + CurrPix.g; - } - if (CurrPix.b > b) { - tau.b = LCDRise.b * TAU_FACTOR; - b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) * - (1 - exp(-DeltaTime / tau.b)) + b; - } - else { - tau.b = LCDFall.b * TAU_FACTOR; - b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) * - exp(-DeltaTime / tau.b) + CurrPix.b; - } - return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a); -} - -//----------------------------------------------------------------------------- -// Phosphor Technique -//----------------------------------------------------------------------------- - -technique DefaultTechnique -{ - pass Pass0 - { - SRGBWriteEnable = TRUE; - Lighting = FALSE; - - VertexShader = compile vs_2_0 vs_main(); - PixelShader = compile ps_2_0 ps_main(); - } -} |