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author R. Belmont <rb6502@users.noreply.github.com>2017-01-05 12:30:07 -0500
committer GitHub <noreply@github.com>2017-01-05 12:30:07 -0500
commit311a56b958a0d9b2317c3b9787c174f1e4651810 (patch)
tree88f5eaf46bfd2c9838b5a6478285dac5b04366ab /hlsl/phosphor.fx
parentff28f114b4591eafc1a64e2e000997b763a9e369 (diff)
Revert "New phosphor persistence shaders for HLSL"
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r--hlsl/phosphor.fx52
1 files changed, 11 insertions, 41 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index e7f585a1f2f..d78473a2c6e 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz, Westley M. Martinez
+// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
@@ -13,7 +13,6 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -27,7 +26,6 @@ texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
- SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -95,51 +93,24 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
-uniform int Mode = 0;
+uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
uniform float DeltaTime = 0.0f;
-uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f };
-uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
-static const float TAU_FACTOR = 0.4342944819;
-static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100;
+static const float F = 30.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
- 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) {
- float3 tau = TimeConstant * TAU_FACTOR;
- r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r);
- g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g);
- b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
- }
- else {
- float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
-
- 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);
- }
+ 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);
- r = max(CurrPix.r, r);
- g = max(CurrPix.g, g);
- b = max(CurrPix.b, b);
- return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
+ return Passthrough ?
+ CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
}
//-----------------------------------------------------------------------------
@@ -150,7 +121,6 @@ technique DefaultTechnique
{
pass Pass0
{
- SRGBWriteEnable = TRUE;
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();