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author W. M. Martinez <anikom15@gmail.com>2018-09-14 16:38:18 -0700
committer W. M. Martinez <anikom15@gmail.com>2018-09-14 16:38:18 -0700
commite04d8520348ad845675539c08e10a1a628f6fb1a (patch)
tree9e4a8c33a4f5ac573a4e1229d5fa91c349bef24d /hlsl
parente5268aa7216bdb86c4b62c4e3975b48f41c158ad (diff)
HLSL: Move scanline to occur before defocus
On branch scanline Changes to be committed: modified: hlsl/post.fx Remove scanline effect new file: hlsl/scanline.fx Separate scanline effect into its own shader modified: src/osd/modules/render/d3d/d3dhlsl.cpp Add scanline effect modified: src/osd/modules/render/d3d/d3dhlsl.h Add scanline effect
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/post.fx44
-rw-r--r--hlsl/scanline.fx172
2 files changed, 176 insertions, 40 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index dcc4ee3b194..0d3bf244a16 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -1,7 +1,7 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Effect
+// Shadowmask Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@@ -68,7 +68,7 @@ static const float PI = 3.1415927f;
static const float HalfPI = PI * 0.5f;
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Vertex Shader
+// Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
@@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
}
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Pixel Shader
+// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
@@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f;
uniform float2 ScreenScale = float2(1.0f, 1.0f);
uniform float2 ScreenOffset = float2(0.0f, 0.0f);
-uniform float ScanlineAlpha = 0.0f;
-uniform float ScanlineScale = 1.0f;
-uniform float ScanlineHeight = 1.0f;
-uniform float ScanlineVariation = 1.0f;
-uniform float ScanlineOffset = 1.0f;
-uniform float ScanlineBrightScale = 1.0f;
-uniform float ScanlineBrightOffset = 1.0f;
-
uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
@@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Scanline Simulation (may not affect bloom)
if (!PrepareBloom)
{
- // Scanline Simulation (may not affect vector screen)
- if (!VectorScreen && ScanlineAlpha > 0.0f)
- {
- float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
- float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
-
- float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
-
- float ScanlineCoord = BaseCoord.y;
- ScanlineCoord += SwapXY
- ? QuadDims.x <= SourceDims.x * 2.0f
- ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0f
- : QuadDims.y <= SourceDims.y * 2.0f
- ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0f;
-
- ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
-
- float ScanlineCoordJitter = ScanlineOffset * HalfPI;
- float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
- float ScanlineWide = ScanlineHeight + ScanlineVariation * 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 (!VectorScreen && HumBarAlpha > 0.0f)
{
@@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
}
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Technique
+// Shadowmask Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
diff --git a/hlsl/scanline.fx b/hlsl/scanline.fx
new file mode 100644
index 00000000000..5dd4869fe1c
--- /dev/null
+++ b/hlsl/scanline.fx
@@ -0,0 +1,172 @@
+// license:BSD-3-Clause
+// copyright-holders:Ryan Holtz,ImJezze
+//-----------------------------------------------------------------------------
+// Scanline Effect
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// Sampler Definitions
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float PI = 3.1415927f;
+static const float HalfPI = PI * 0.5f;
+
+//-----------------------------------------------------------------------------
+// Scanline Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims;
+uniform float2 SourceDims;
+uniform float2 TargetDims;
+uniform float2 QuadDims;
+
+uniform bool SwapXY = false;
+
+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; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
+
+ Output.TexCoord = Input.TexCoord;
+ Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline Pixel Shader
+//-----------------------------------------------------------------------------
+
+
+uniform float2 ScreenScale = float2(1.0f, 1.0f);
+uniform float2 ScreenOffset = float2(0.0f, 0.0f);
+
+uniform float ScanlineAlpha = 0.0f;
+uniform float ScanlineScale = 1.0f;
+uniform float ScanlineHeight = 1.0f;
+uniform float ScanlineVariation = 1.0f;
+uniform float ScanlineOffset = 1.0f;
+uniform float ScanlineBrightScale = 1.0f;
+uniform float ScanlineBrightOffset = 1.0f;
+
+float2 GetAdjustedCoords(float2 coord)
+{
+ // center coordinates
+ coord -= 0.5f;
+
+ // apply screen scale
+ coord *= ScreenScale;
+
+ // un-center coordinates
+ coord += 0.5f;
+
+ // apply screen offset
+ coord += ScreenOffset;
+
+ return coord;
+}
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
+
+ // Color
+ float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ BaseColor.a = 1.0f;
+
+ // clip border
+ if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
+ BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
+ {
+ // we don't use the clip function, because we don't clear the render target before
+ return float4(0.0f, 0.0f, 0.0f, 1.0f);
+ }
+
+ float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
+ float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
+
+ float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
+
+ float ScanlineCoord = BaseCoord.y;
+ ScanlineCoord += SwapXY
+ ? QuadDims.x <= SourceDims.x * 2.0f
+ ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0f
+ : QuadDims.y <= SourceDims.y * 2.0f
+ ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
+ : 0.0f;
+ ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
+
+ float ScanlineCoordJitter = ScanlineOffset * HalfPI;
+ float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
+ float ScanlineWide = ScanlineHeight + ScanlineVariation * 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);
+
+ return BaseColor;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline & Shadowmask Technique
+//-----------------------------------------------------------------------------
+
+technique DefaultTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}