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author | 2017-01-05 18:03:26 +0100 | |
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committer | 2017-01-05 18:03:25 +0100 | |
commit | ff28f114b4591eafc1a64e2e000997b763a9e369 (patch) | |
tree | fd7dc2e5c11bf3f65ceef4f05a7b01cf61c17227 /hlsl/ghosting.fx | |
parent | 34c3e7866bc3e173a0cfb272286aaf8f774c01f4 (diff) | |
parent | 2b95c8e50bbfa22320ca8ddd04d3d94052a5c4ed (diff) |
Merge pull request #1843 from anikom15/hlsl
New phosphor persistence shaders for HLSL
Diffstat (limited to 'hlsl/ghosting.fx')
-rw-r--r-- | hlsl/ghosting.fx | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/hlsl/ghosting.fx b/hlsl/ghosting.fx new file mode 100644 index 00000000000..f09bab41fba --- /dev/null +++ b/hlsl/ghosting.fx @@ -0,0 +1,159 @@ +// 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(); + } +} |