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author Ryan Holtz <rholtz@batcountryentertainment.com>2014-01-04 03:17:31 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2014-01-04 03:17:31 +0000
commit3312b67f9323962ddf18f25950176f2f0d999e1b (patch)
tree501e46047c85039a8274be9c963ba41a8f69361a /hlsl
parent1c5f0dfe04c09654823ce0f96b8f8f4642f0b399 (diff)
- Fix for pixel gaps between multi-screen games in HLSL mode. [MooglyGuy]
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/bloom.fx289
-rw-r--r--hlsl/post.fx208
2 files changed, 249 insertions, 248 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index cec6aa3aab7..4508459e211 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -16,123 +16,123 @@ texture DiffuseK;
sampler DiffuseSampler0 = sampler_state
{
- Texture = <DiffuseA>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseA>;
+ MipFilter = NONE;
+ MinFilter = NONE;
+ MagFilter = NONE;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler1 = sampler_state
{
- Texture = <DiffuseB>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseB>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler2 = sampler_state
{
- Texture = <DiffuseC>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseC>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler3 = sampler_state
{
- Texture = <DiffuseD>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseD>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler4 = sampler_state
{
- Texture = <DiffuseE>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseE>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler5 = sampler_state
{
- Texture = <DiffuseF>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseF>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler6 = sampler_state
{
- Texture = <DiffuseG>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseG>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler7 = sampler_state
{
- Texture = <DiffuseH>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseH>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler8 = sampler_state
{
- Texture = <DiffuseI>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseI>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSampler9 = sampler_state
{
- Texture = <DiffuseJ>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseJ>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
sampler DiffuseSamplerA = sampler_state
{
- Texture = <DiffuseK>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
+ Texture = <DiffuseK>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
@@ -141,44 +141,45 @@ sampler DiffuseSamplerA = 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
{
- float3 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
+ float3 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;
};
//-----------------------------------------------------------------------------
// Bloom Vertex Shader
//-----------------------------------------------------------------------------
-uniform float2 TargetSize;
+uniform float2 ScreenSize;
+uniform float2 TextureSize;
VS_OUTPUT vs_main(VS_INPUT Input)
{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.xy /= TargetSize;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= float2(0.5f, 0.5f);
- Output.Position.xy *= float2(2.0f, 2.0f);
- Output.Color = Input.Color;
- Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize;
-
- return Output;
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ Output.Position = float4(Input.Position.xyz, 1.0f);
+ Output.Position.xy /= ScreenSize;
+ Output.Position.y = 1.0f - Output.Position.y;
+ Output.Position.xy -= float2(0.5f, 0.5f);
+ Output.Position.xy *= float2(2.0f, 2.0f);
+ Output.Color = Input.Color;
+ Output.TexCoord = (Input.Position.xy + 0.5f) / ScreenSize;
+
+ return Output;
}
//-----------------------------------------------------------------------------
@@ -191,33 +192,33 @@ uniform float3 Level89AWeight;
float4 ps_main(PS_INPUT Input) : COLOR
{
- float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
- float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
- float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
- float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
- float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
- float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
- float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
- float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
- float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
- float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
- float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;
-
- texel0 = texel0 * Level0123Weight.x;
- texel1 = texel1 * Level0123Weight.y;
- texel2 = texel2 * Level0123Weight.z;
- texel3 = texel3 * Level0123Weight.w;
- texel4 = texel4 * Level4567Weight.x;
- texel5 = texel5 * Level4567Weight.y;
- texel6 = texel6 * Level4567Weight.z;
- texel7 = texel7 * Level4567Weight.w;
- texel8 = texel8 * Level89AWeight.x;
- texel9 = texel9 * Level89AWeight.y;
- texelA = texelA * Level89AWeight.z;
-
- float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 +
- texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f);
- return sum;
+ float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
+ float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
+ float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
+ float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
+ float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
+ float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
+ float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
+ float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
+ float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
+ float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
+ float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;
+
+ texel0 = texel0 * Level0123Weight.x;
+ texel1 = texel1 * Level0123Weight.y;
+ texel2 = texel2 * Level0123Weight.z;
+ texel3 = texel3 * Level0123Weight.w;
+ texel4 = texel4 * Level4567Weight.x;
+ texel5 = texel5 * Level4567Weight.y;
+ texel6 = texel6 * Level4567Weight.z;
+ texel7 = texel7 * Level4567Weight.w;
+ texel8 = texel8 * Level89AWeight.x;
+ texel9 = texel9 * Level89AWeight.y;
+ texelA = texelA * Level89AWeight.z;
+
+ float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 +
+ texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f);
+ return sum;
}
//-----------------------------------------------------------------------------
@@ -226,23 +227,23 @@ float4 ps_main(PS_INPUT Input) : COLOR
technique TestTechnique
{
- pass Pass0
- {
- Lighting = FALSE;
-
- Sampler[0] = <DiffuseSampler0>; // 2048x2048
- Sampler[1] = <DiffuseSampler1>; // 1024x1024
- Sampler[2] = <DiffuseSampler2>; // 512x512
- Sampler[3] = <DiffuseSampler3>; // 256x256
- Sampler[4] = <DiffuseSampler4>; // 128x128
- Sampler[5] = <DiffuseSampler5>; // 64x64
- Sampler[6] = <DiffuseSampler6>; // 32x32
- Sampler[7] = <DiffuseSampler7>; // 16x16
- Sampler[8] = <DiffuseSampler8>; // 8x8
- Sampler[9] = <DiffuseSampler9>; // 4x4
- Sampler[10] = <DiffuseSamplerA>; // 2x2
-
- VertexShader = compile vs_3_0 vs_main();
- PixelShader = compile ps_3_0 ps_main();
- }
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ Sampler[0] = <DiffuseSampler0>; // 2048x2048
+ Sampler[1] = <DiffuseSampler1>; // 1024x1024
+ Sampler[2] = <DiffuseSampler2>; // 512x512
+ Sampler[3] = <DiffuseSampler3>; // 256x256
+ Sampler[4] = <DiffuseSampler4>; // 128x128
+ Sampler[5] = <DiffuseSampler5>; // 64x64
+ Sampler[6] = <DiffuseSampler6>; // 32x32
+ Sampler[7] = <DiffuseSampler7>; // 16x16
+ Sampler[8] = <DiffuseSampler8>; // 8x8
+ Sampler[9] = <DiffuseSampler9>; // 4x4
+ Sampler[10] = <DiffuseSamplerA>; // 2x2
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
}
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 89a92fd6969..7a2d47ce885 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();
+ }
}