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author Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-30 01:05:13 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2013-08-30 01:05:13 +0000
commit8f613c115bfef732fe63bc58bd992a8e56c3d934 (patch)
treefec1f0765d3c8e3a0a4d55ebcf43cc69d2a17b2b /hlsl/post.fx
parent1e764f2c8d04a9c086808333abb278b6b3d42688 (diff)
more HLSL cleanup, part e of pi (nw)
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx72
1 files changed, 32 insertions, 40 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 0fb466926ba..89a92fd6969 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -2,11 +2,11 @@
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
-texture Diffuse;
+texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
- Texture = <Diffuse>;
+ Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -15,11 +15,11 @@ sampler DiffuseSampler = sampler_state
AddressW = CLAMP;
};
-texture Shadow;
+texture ShadowTexture;
sampler ShadowSampler = sampler_state
{
- Texture = <Shadow>;
+ Texture = <ShadowTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -58,9 +58,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
-
uniform float2 SourceDims;
-
uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
@@ -87,55 +85,50 @@ uniform float PI = 3.14159265f;
uniform float PincushionAmount = 0.00f;
uniform float CurvatureAmount = 0.08f;
-uniform float ScanlineAmount = 1.0f;
+uniform float ScanlineAlpha = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;
-uniform float UseShadow = 0.0f;
-uniform float ShadowBrightness = 1.0f;
-uniform float ShadowPixelSizeX = 3.0f;
-uniform float ShadowPixelSizeY = 3.0f;
-uniform float ShadowMaskSizeX = 3.0f;
-uniform float ShadowMaskSizeY = 3.0f;
-uniform float ShadowU = 0.375f;
-uniform float ShadowV = 0.375f;
-uniform float ShadowWidth = 8.0f;
-uniform float ShadowHeight = 8.0f;
+uniform float ShadowAlpha = 0.0f;
+uniform float2 ShadowCount = float2(320.0f, 240.0f);
+uniform float2 ShadowUV = float2(0.375f, 0.375f);
+uniform float2 ShadowDims = float2(8.0f, 8.0f);
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 Ratios = 1.0f / SourceRect;
-
+ float2 UsedArea = 1.0f / SourceRect;
+ float2 HalfRect = SourceRect * 0.5f;
+ float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
// -- Screen Pincushion Calculation --
- float2 PinUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
- float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
+ float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
+ float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2;
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
- BaseCoord -= 0.5f / Ratios;
- BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
- BaseCoord += 0.5f / Ratios;
+ BaseCoord -= HalfRect;
+ BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
+ BaseCoord += HalfRect;
BaseCoord += PincushionCurve;
- ScanCoord -= 0.5f / Ratios;
- ScanCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
- ScanCoord += 0.5f / Ratios;
+ ScanCoord -= HalfRect;
+ ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
+ ScanCoord += HalfRect;
ScanCoord += PincushionCurve;
- float2 CurveClipUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
- float CurvatureClipR2 = pow(length(CurveClipUnitCoord),2.0f) / pow(length(Ratios), 2.0f);
+ float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
+ float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2;
float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
float2 ScreenClipCoord = Input.TexCoord;
- ScreenClipCoord -= 0.5f / Ratios;
- ScreenClipCoord *= 1.0f - CurvatureAmount * Ratios * 0.2f; // Warning: Magic constant
- ScreenClipCoord += 0.5f / Ratios;
+ ScreenClipCoord -= HalfRect;
+ ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
+ ScreenClipCoord += HalfRect;
ScreenClipCoord += CurvatureClipCurve;
// RGB Pincushion Calculation
@@ -151,21 +144,20 @@ float4 ps_main(PS_INPUT Input) : COLOR
// -- Scanline Simulation --
float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
- float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount);
+ float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
float3 Scanned = BaseTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
Scanned = Floor + (1.0f - Floor) * Scanned;
- float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
- float2 ShadowUV = float2(ShadowU, ShadowV);
- float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
- float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize);
- float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight);
- float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow);
+ // Shadow mask
+ // Note: This is broken right now and needs fixed
+ float2 ShadowFrac = frac(BaseCoord * ShadowCount);
+ float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims;
+ float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
// -- Final Pixel --
- float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color;
+ float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
Output.r = pow(Output.r, Power.r);
Output.g = pow(Output.g, Power.g);