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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/post.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/post.fx')
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+//-----------------------------------------------------------------------------
+// Post-Processing Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture Shadow;
+
+sampler ShadowSampler = sampler_state
+{
+ Texture = <Shadow>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = WRAP;
+ AddressV = WRAP;
+ AddressW = WRAP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+ float3 CoordX : TEXCOORD2;
+ float3 CoordY : TEXCOORD3;
+ float2 ShadowCoord : TEXCOORD4;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+ float3 CoordX : TEXCOORD2;
+ float3 CoordY : TEXCOORD3;
+ float2 ShadowCoord : TEXCOORD4;
+};
+
+//-----------------------------------------------------------------------------
+// Post-Processing Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float RedConvergeX;
+uniform float RedConvergeY;
+uniform float GrnConvergeX;
+uniform float GrnConvergeY;
+uniform float BluConvergeX;
+uniform float BluConvergeY;
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float RedRadialConvergeX;
+uniform float RedRadialConvergeY;
+uniform float GrnRadialConvergeX;
+uniform float GrnRadialConvergeY;
+uniform float BluRadialConvergeX;
+uniform float BluRadialConvergeY;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
+ float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ 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;
+ Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ Output.ExtraInfo = Input.ExtraInfo;
+
+ Output.CoordX.x = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x;
+ Output.CoordX.y = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
+ Output.CoordX.z = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
+
+ Output.CoordY.x = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y;
+ Output.CoordY.y = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
+ Output.CoordY.z = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
+
+ Output.ShadowCoord = Output.TexCoord * float2(RawWidth, RawHeight);
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float PI = 3.14159265f;
+
+uniform float PincushionAmountX = 0.1f;
+uniform float PincushionAmountY = 0.1f;
+
+uniform float ScanlineAmount = 1.0f;
+uniform float ScanlineScale = 1.0f;
+uniform float ScanlineBrightScale = 1.0f;
+uniform float ScanlineBrightOffset = 1.0f;
+uniform float ScanlineOffset = 1.0f;
+
+uniform float RedFromRed = 1.0f;
+uniform float RedFromGrn = 0.0f;
+uniform float RedFromBlu = 0.0f;
+uniform float GrnFromRed = 0.0f;
+uniform float GrnFromGrn = 1.0f;
+uniform float GrnFromBlu = 0.0f;
+uniform float BluFromRed = 0.0f;
+uniform float BluFromGrn = 0.0f;
+uniform float BluFromBlu = 1.0f;
+
+uniform float YfromY = 1.0f;
+uniform float YfromI = 0.0f;
+uniform float YfromQ = 0.0f;
+uniform float IfromY = 0.0f;
+uniform float IfromI = 1.0f;
+uniform float IfromQ = 0.0f;
+uniform float QfromY = 0.0f;
+uniform float QfromI = 0.0f;
+uniform float QfromQ = 1.0f;
+
+uniform float RedOffset = 0.0f;
+uniform float GrnOffset = 0.0f;
+uniform float BluOffset = 0.0f;
+
+uniform float RedScale = 1.0f;
+uniform float GrnScale = 1.0f;
+uniform float BluScale = 1.0f;
+
+uniform float RedFloor = 0.0f;
+uniform float GrnFloor = 0.0f;
+uniform float BluFloor = 0.0f;
+
+uniform float Saturation = 1.0f;
+
+uniform float YScale = 1.0f;
+uniform float IScale = 1.0f;
+uniform float QScale = 1.0f;
+uniform float YOffset = 0.0f;
+uniform float IOffset = 0.0f;
+uniform float QOffset = 0.0f;
+
+uniform float RedPower = 2.2f;
+uniform float GrnPower = 2.2f;
+uniform float BluPower = 2.2f;
+
+uniform float EdgeDetectScale = 1.0f;
+uniform float EdgeToBaseRatio = 0.0f;
+
+uniform float SubsampleLength = 3.0f;
+
+uniform float CurrFrame = 0.0f;
+uniform float CrawlWidth = 3.0f;
+uniform float CrawlHeight = 3.0f;
+uniform float CrawlRate = 3.0f;
+
+uniform float UseShadow = 0.0f;
+uniform float ShadowBrightness = 1.0f;
+uniform float ShadowPixelSizeX = 3.0f;
+uniform float ShadowPixelSizeY = 3.0f;
+uniform float ShadowU = 0.375f;
+uniform float ShadowV = 0.375f;
+uniform float ShadowWidth = 8.0f;
+uniform float ShadowHeight = 8.0f;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 Ratios = float2(WidthRatio, HeightRatio);
+
+ // -- Screen Pincushion Calculation --
+ float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
+
+ float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f);
+ float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2;
+ float2 BaseCoord = Input.TexCoord + PincushionCurve;
+
+ // RGB Pincushion Calculation
+ float3 PincushionCurveX = UnitCoord.x * PincushionAmountX * PincushionR2;
+ float3 PincushionCurveY = UnitCoord.y * PincushionAmountX * PincushionR2;
+
+ float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
+
+ // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
+ clip((BaseCoord.x < 2.0f / RawWidth) ? -1 : 1);
+ clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1);
+ clip((BaseCoord.x > (2.0f / WidthRatio - 2.0f / RawWidth)) ? -1 : 1);
+ clip((BaseCoord.y > 1.0f / HeightRatio) ? -1 : 1);
+
+ // -- Chroma Subsampling & RGB Deconvergence --
+ float3 CoordX = Input.CoordX + PincushionCurveX;
+ float3 CoordY = Input.CoordY + PincushionCurveY;
+ float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x)).r;
+ float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y)).g;
+ float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z)).b;
+
+ float ChromaSubsampleWidth = RawWidth / SubsampleLength;
+ float LumaSubsampleWidth = RawWidth / SubsampleLength; // For now
+ float3 YFrac = frac((CoordY * RawHeight) / CrawlHeight);
+ float3 CrawlPercent = frac(CurrFrame / CrawlRate + (YFrac - frac(YFrac * CrawlWidth) / CrawlWidth)) * CrawlWidth;
+ float3 ChromaCoordX = Input.CoordX + CrawlPercent / RawWidth;
+ float3 ChannelFrac = frac((ChromaCoordX + PincushionCurveX) * ChromaSubsampleWidth);
+ ChromaCoordX = ((ChromaCoordX + PincushionCurveX) * ChromaSubsampleWidth - ChannelFrac) / ChromaSubsampleWidth + ChannelFrac / (ChromaSubsampleWidth * 2.0f);
+ float3 ChromaCoordY = Input.CoordY + PincushionCurveY;
+
+ float3 BaseTexelRight = tex2D(DiffuseSampler, BaseCoord + float2(1.0f / TargetWidth, 0.0f)).rgb;
+ float3 BaseTexelUpper = tex2D(DiffuseSampler, BaseCoord + float2(0.0f, 1.0f / TargetHeight)).rgb;
+
+ float3 UpperDifference = abs(BaseTexel.rgb - BaseTexelUpper);
+ float3 RightDifference = abs(BaseTexel.rgb - BaseTexelRight);
+ float3 EdgeDifference = (UpperDifference + RightDifference) * EdgeDetectScale;
+
+ float RedChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.x, ChromaCoordY.x)).r;
+ float GrnChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.y, ChromaCoordY.y)).g;
+ float BluChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.z, ChromaCoordY.z)).b;
+
+ float3 ChromaTexel = float3(RedChromaTexel, GrnChromaTexel, BluChromaTexel);
+ float3 LumaTexel = float3(RedTexel, GrnTexel, BluTexel);
+
+ // -- RGB Tint & Shift --
+ float ShiftedRed = dot(LumaTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrn = dot(LumaTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBlu = dot(LumaTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRedChroma = dot(ChromaTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrnChroma = dot(ChromaTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBluChroma = dot(ChromaTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float EdgeRed = dot(EdgeDifference, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float EdgeGrn = dot(EdgeDifference, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float EdgeBlu = dot(EdgeDifference, float3(BluFromRed, BluFromGrn, BluFromBlu));
+
+ // -- RGB Offset & Scale --
+ float3 OutTexelLuma = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * float3(RedScale, GrnScale, BluScale) + float3(RedOffset, GrnOffset, BluOffset);
+ float3 OutTexelChroma = float3(ShiftedRedChroma, ShiftedGrnChroma, ShiftedBluChroma) * float3(RedScale, GrnScale, BluScale) + float3(RedOffset, GrnOffset, BluOffset);
+
+ // -- Saturation --
+ float OutLumaLuma = dot(OutTexelLuma, float3(0.3f, 0.59f, 0.11f));
+ float3 OutChromaLuma = OutTexelLuma - float3(OutLumaLuma, OutLumaLuma, OutLumaLuma);
+ float3 SaturatedLuma = OutLumaLuma + OutChromaLuma * Saturation;
+
+ float OutLumaChroma = dot(OutTexelChroma, float3(0.3f, 0.59f, 0.11f));
+ float3 OutChromaChroma = OutTexelChroma - float3(OutLumaChroma, OutLumaChroma, OutLumaChroma);
+ float3 SaturatedChroma = OutLumaChroma + OutChromaChroma * Saturation;
+
+ // -- YIQ Convolution --
+ float Y = dot(SaturatedLuma, float3(0.299f, 0.587f, 0.114f));
+ float I = dot(SaturatedChroma, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q = dot(SaturatedChroma, float3(0.211456f, -0.522591f, 0.311135f));
+ Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
+ I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
+ Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
+ float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
+ float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
+
+ OutRGB = lerp(OutRGB, float3(EdgeRed, EdgeGrn, EdgeBlu), EdgeToBaseRatio);
+
+ float3 Power = float3(RedPower, GrnPower, BluPower);
+ OutRGB = pow(OutRGB, Power);
+
+ // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
+ float3 Floor = float3(RedFloor, GrnFloor, BluFloor);
+ OutRGB = Floor + (1.0f - Floor) * OutRGB;
+
+ // -- Scanline Simulation --
+ float3 ScanBrightness = lerp(1.0f, abs(sin(((CoordY * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount);
+ float3 Scanned = OutRGB * ScanBrightness;
+
+ float2 ShadowCoord = BaseCoord * float2(RawWidth, RawHeight);
+ float ShadowCoordX = frac(ShadowCoord.x / ShadowPixelSizeX) * ShadowU + 1.0f / ShadowWidth;
+ float ShadowCoordY = frac(ShadowCoord.y / ShadowPixelSizeY) * ShadowV + 1.0f / ShadowHeight;
+ float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, float2(ShadowCoordX, ShadowCoordY)), UseShadow);
+
+ // -- Final Pixel --
+ float4 Output = lerp(Input.Color, float4(Scanned * lerp(1.0f, ShadowTexel * 1.25f, ShadowBrightness), BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ //Sampler[0] = <DiffuseSampler>;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}