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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-16 16:55:34 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-05-16 16:55:34 +0000
commitf3d341a544cf6e657859a699af52886c5ac87269 (patch)
treed4a752051e5a4ef7d6e965de81e60b0f48aeaffc /hlsl/phosphor.fx
parentf0d5461a452bcdd4f41d5ffe3ab8db2ef231dce6 (diff)
Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample. Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass. Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions. Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN. Primary: Simple passthrough for UI and artwork.
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r--hlsl/phosphor.fx126
1 files changed, 126 insertions, 0 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
new file mode 100644
index 00000000000..77ef58ca0ae
--- /dev/null
+++ b/hlsl/phosphor.fx
@@ -0,0 +1,126 @@
+//-----------------------------------------------------------------------------
+// Effect File Variables
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture LastPass;
+
+sampler PreviousSampler = sampler_state
+{
+ Texture = <LastPass>;
+ 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;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 PrevCoord : TEXCOORD1;
+};
+
+//-----------------------------------------------------------------------------
+// Simple Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.x /= TargetWidth;
+ Output.Position.y /= TargetHeight;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.x -= 0.5f;
+ Output.Position.y -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+
+ float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
+ Output.TexCoord = Input.Position.xy * InvTexSize;
+ Output.TexCoord += 0.5f / float2(TargetWidth, TargetHeight);
+
+ Output.PrevCoord = Output.TexCoord;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Simple Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float RedPhosphor = 0.0f;
+uniform float GreenPhosphor = 0.0f;
+uniform float BluePhosphor = 0.0f;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
+ float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(RedPhosphor, GreenPhosphor, BluePhosphor);
+
+ float RedMax = max(CurrPix.r, PrevPix.r);
+ float GreenMax = max(CurrPix.g, PrevPix.g);
+ float BlueMax = max(CurrPix.b, PrevPix.b);
+
+ return float4(RedMax, GreenMax, BlueMax, CurrPix.a);
+}
+
+//-----------------------------------------------------------------------------
+// Simple Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ //Sampler[0] = <DiffuseSampler>;
+ //Sampler[1] = <PreviousSampler>;
+
+ VertexShader = compile vs_2_0 vs_main();
+ PixelShader = compile ps_2_0 ps_main();
+ }
+}