diff options
author | 2016-02-07 13:32:34 +0100 | |
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committer | 2016-02-07 13:32:34 +0100 | |
commit | f5e3032d98257ceaa7800251139f3c6df98f13e8 (patch) | |
tree | b74d7e8c4d52fd0f313c94f530e206c12d60bb1e /hlsl | |
parent | 801956ff64182612392a57b23e04d12d893d1a5a (diff) |
Improved Scanline Simulation
- changed the amount of scanline darkness, a setting of 1.0 now becomes
fully black (to get the same result as before half your current setting)
- scanline height now depends on the brightness of the underlying color
- the amount of the scanline brightness and overdrive now depends on the
scanline darkness
- renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and
'Scanline Indiv. Height' to 'Scanline Height'
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/artwork_support/post.fx | 26 | ||||
-rw-r--r-- | hlsl/post.fx | 26 |
2 files changed, 32 insertions, 20 deletions
diff --git a/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx index 9a3b693cd61..7547d109788 100644 --- a/hlsl/artwork_support/post.fx +++ b/hlsl/artwork_support/post.fx @@ -152,7 +152,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Scanline, Shadowmask & Distortion Pixel Shader //----------------------------------------------------------------------------- -uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) +uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) uniform float HumBarAlpha = 0.0f; uniform float TimeMilliseconds = 0.0f; @@ -464,21 +464,27 @@ float4 ps_main(PS_INPUT Input) : COLOR // Scanline Simulation (may not affect vector screen) if (!PrepareVector && ScanlineAlpha > 0.0f) { - float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI; - float ScanCoordJitter = ScanlineOffset * PHI; - float ScanSine = sin(ScanCoord + ScanCoordJitter); - float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight); - float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset; + float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); + float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); - BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha); + float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; + + float ScanlineCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI; + float ScanlineCoordJitter = ScanlineOffset * PHI; + float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); + float ScanlineWide = ScanlineHeight + max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness); + float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide); + float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale; + + BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha); } // Hum Bar Simulation (may not affect vector screen) if (!PrepareVector && HumBarAlpha > 0.0f) { - float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate); - float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha; - BaseColor.rgb *= HumBrightness; + float HumBarStep = frac(TimeMilliseconds * HumBarDesync); + float HumBarBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha; + BaseColor.rgb *= HumBarBrightness; } } diff --git a/hlsl/post.fx b/hlsl/post.fx index deec349e2fc..7bd698c4bb6 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -119,7 +119,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Scanline & Shadowmask Pixel Shader //----------------------------------------------------------------------------- -uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) +uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) uniform float HumBarAlpha = 0.0f; uniform float TimeMilliseconds = 0.0f; @@ -244,21 +244,27 @@ float4 ps_main(PS_INPUT Input) : COLOR // Scanline Simulation (may not affect vector screen) if (!PrepareVector && ScanlineAlpha > 0.0f) { - float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI; - float ScanCoordJitter = ScanlineOffset * PHI; - float ScanSine = sin(ScanCoord + ScanCoordJitter); - float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight); - float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset; + float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); + float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); - BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha); + float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; + + float ScanlineCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI; + float ScanlineCoordJitter = ScanlineOffset * PHI; + float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); + float ScanlineWide = ScanlineHeight + max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness); + float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide); + float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale; + + BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha); } // Hum Bar Simulation (may not affect vector screen) if (!PrepareVector && HumBarAlpha > 0.0f) { - float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate); - float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha; - BaseColor.rgb *= HumBrightness; + float HumBarStep = frac(TimeMilliseconds * HumBarDesync); + float HumBarBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha; + BaseColor.rgb *= HumBarBrightness; } } |