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author Scott Stone <tafoid@users.noreply.github.com>2014-01-24 00:30:29 +0000
committer Scott Stone <tafoid@users.noreply.github.com>2014-01-24 00:30:29 +0000
commitaa896515a041551e9025db1f8d71183d81a5de94 (patch)
tree7fb78379f0dd38aa4f26f44be53b9147aa6e4022 /hlsl/post.fx
parent738e0aeedda637080678510ca262bed2dbae2b41 (diff)
This revert (r26927), as requested by author, fixes the regression of missing graphics for vector games using HLSL. Also reverted patch in code (r27063) to deal with "roundf" for pre-vs2013 compilers - which is no longer needed. (nw)
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r--hlsl/post.fx208
1 files changed, 104 insertions, 104 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 7a2d47ce885..89a92fd6969 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -6,26 +6,26 @@ texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
- Texture = <DiffuseTexture>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseTexture>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
texture ShadowTexture;
sampler ShadowSampler = sampler_state
{
- Texture = <ShadowTexture>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = WRAP;
- AddressV = WRAP;
- AddressW = WRAP;
+ Texture = <ShadowTexture>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = WRAP;
+ AddressV = WRAP;
+ AddressW = WRAP;
};
//-----------------------------------------------------------------------------
@@ -34,23 +34,23 @@ sampler ShadowSampler = sampler_state
struct VS_OUTPUT
{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
@@ -63,17 +63,17 @@ uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Color = Input.Color;
- Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;
-
- return Output;
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.xy /= ScreenDims;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.xy -= 0.5f;
+ Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
+ Output.Color = Input.Color;
+ Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;
+
+ return Output;
}
//-----------------------------------------------------------------------------
@@ -102,69 +102,69 @@ uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
- 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 * 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 -= HalfRect;
- BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
- BaseCoord += HalfRect;
- BaseCoord += PincushionCurve;
-
- ScanCoord -= HalfRect;
- ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
- ScanCoord += HalfRect;
- ScanCoord += PincushionCurve;
-
- 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 -= HalfRect;
- ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
- ScreenClipCoord += HalfRect;
- ScreenClipCoord += CurvatureClipCurve;
-
- // RGB Pincushion Calculation
- float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
- float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
-
- float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
-
- // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
- clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
- clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);
-
- // -- 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, ScanlineAlpha);
- float3 Scanned = BaseTexel.rgb * ScanBrightness;
-
- // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
- Scanned = Floor + (1.0f - Floor) * Scanned;
-
- // 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 * ShadowTexel, BaseTexel.a) * Input.Color;
-
- Output.r = pow(Output.r, Power.r);
- Output.g = pow(Output.g, Power.g);
- Output.b = pow(Output.b, Power.b);
- Output.a = 1.0f;
-
- return Output;
+ 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 * 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 -= HalfRect;
+ BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
+ BaseCoord += HalfRect;
+ BaseCoord += PincushionCurve;
+
+ ScanCoord -= HalfRect;
+ ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
+ ScanCoord += HalfRect;
+ ScanCoord += PincushionCurve;
+
+ 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 -= HalfRect;
+ ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
+ ScreenClipCoord += HalfRect;
+ ScreenClipCoord += CurvatureClipCurve;
+
+ // RGB Pincushion Calculation
+ float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
+ float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
+
+ float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
+
+ // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
+ clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
+ clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);
+
+ // -- 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, ScanlineAlpha);
+ float3 Scanned = BaseTexel.rgb * ScanBrightness;
+
+ // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
+ Scanned = Floor + (1.0f - Floor) * Scanned;
+
+ // 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 * ShadowTexel, BaseTexel.a) * Input.Color;
+
+ Output.r = pow(Output.r, Power.r);
+ Output.g = pow(Output.g, Power.g);
+ Output.b = pow(Output.b, Power.b);
+ Output.a = 1.0f;
+
+ return Output;
}
//-----------------------------------------------------------------------------
@@ -173,13 +173,13 @@ float4 ps_main(PS_INPUT Input) : COLOR
technique ScanMaskTechnique
{
- pass Pass0
- {
- Lighting = FALSE;
+ pass Pass0
+ {
+ Lighting = FALSE;
- //Sampler[0] = <DiffuseSampler>;
+ //Sampler[0] = <DiffuseSampler>;
- VertexShader = compile vs_3_0 vs_main();
- PixelShader = compile ps_3_0 ps_main();
- }
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
}