diff options
author | 2016-12-16 12:35:58 -0800 | |
---|---|---|
committer | 2016-12-29 14:57:28 -0800 | |
commit | 0b6f935443d2fa048a9b2f9db8b00cf6cb8e7078 (patch) | |
tree | 25f40a0e82b5142c3249aae70fbba1a05bcb00c1 /hlsl/phosphor.fx | |
parent | 1fafe7706cbfcfc6e39c23c3c713fbb102557cbe (diff) |
Implement new phosphor shader.
hlsl/phosphor.fx: Make changes to the pixel shader. New
uniforms: Mode, Tau, Beta, Gamma. Remove Phosphor. Mode selects the
mode for phosphor simulation: off (no decay), exponential, inverse
power. Tau is the time constant for exp. decay. Beta and Gamma are
constants for inv-pow.
src/osd/modules/render/d3d/d3dhlsl.cpp: Provide uniforms and add
sliders for new options.
src/osd/modules/render/d3d/d3dhlsl.h: (BP) Provide new options.
src/osd/windows/winmain.cpp: (BP) Provide new options.
src/osd/windows/winmain.h: (BP) Provide new options.
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r-- | hlsl/phosphor.fx | 38 |
1 files changed, 29 insertions, 9 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index d78473a2c6e..c6614d09520 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -93,21 +93,41 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Phosphor Pixel Shader //----------------------------------------------------------------------------- -uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f); uniform float DeltaTime = 0.0f; -static const float F = 30.0f; +uniform int Mode = 0; +uniform float3 Tau = { 0.0f, 0.0f, 0.0f }; +uniform float3 Beta = { 0.0f, 0.0f, 0.0f }; +uniform float3 Gamma = { 0.0f, 0.0f, 0.0f }; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; - - PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime); - PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime); - PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime); - float RedMax = max(CurrPix.r, PrevPix.r); - float GreenMax = max(CurrPix.g, PrevPix.g); - float BlueMax = max(CurrPix.b, PrevPix.b); + float r = PrevPix.r; + float g = PrevPix.g; + float b = PrevPix.b; + + if (Mode == 0) { + r = 0; + g = 0; + b = 0; + } + else if (Mode == 1) { + r *= exp(-DeltaTime / Tau.r); + g *= exp(-DeltaTime / Tau.g); + b *= exp(-DeltaTime / Tau.b); + } + else { + if (r != 0.0f) + r = pow(Gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r); + if (g != 0.0f) + g = pow(Gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), -Beta.g); + if (b != 0.0f) + b = pow(Gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), -Beta.b); + } + float RedMax = max(CurrPix.r, r); + float GreenMax = max(CurrPix.g, g); + float BlueMax = max(CurrPix.b, b); return Passthrough ? CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a); |