diff options
author | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-30 21:10:23 +0000 |
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committer | Ryan Holtz <rholtz@batcountryentertainment.com> | 2011-05-30 21:10:23 +0000 |
commit | 796e691522ba5c47fc0610da4f557514563f85b9 (patch) | |
tree | 961683497fd1e4d7369da812c579572f880b188a /hlsl/post.fx | |
parent | e532e74a8a869af6da71222657f39684210b624e (diff) |
HLSL Updates: [Ryan Holtz, Bat Country Entertainment, austere, SoltanGris42]
- Added the ability to render screenshots at arbitrary resolutions.
- Added the ability to record AVI videos (albeit with no audio) at arbitrary resolutions.
- Added a 43-tap-wide FIR-based NTSC filter with tunable Y, I and Q frequency response.
- Updated scanlines to have a user-tunable pixel-height ratio in addition to the current screen-height ratio.
- Fixed a VRAM leak that was causing many dynamic-resolution drivers to run out of memory mid-run.
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index ff1cbfa1f47..69ececd4249 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -99,6 +99,7 @@ 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; @@ -155,8 +156,8 @@ float4 ps_main(PS_INPUT Input) : COLOR // -- Scanline Simulation -- float InnerSine = BaseCoord.y * RawHeight * ScanlineScale; - float3 ScanBrightness = lerp(1.0f, abs(sin(InnerSine * PI + ScanlineOffset * RawHeight)) * ScanlineBrightScale + 1.0f, ScanlineAmount); - //float3 Scanned = BaseTexel.rgb * ScanBrightness; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight); + float3 ScanBrightness = lerp(1.0f, pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount); float3 Scanned = BaseTexel.rgb * ScanBrightness; float2 ShadowDims = float2(ShadowWidth, ShadowHeight); @@ -164,7 +165,7 @@ float4 ps_main(PS_INPUT Input) : COLOR float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY); float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * 0.5f); float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight); - float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow); + float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow); // -- Final Pixel -- float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color; |