diff options
author | 2018-09-14 16:38:18 -0700 | |
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committer | 2018-09-14 16:38:18 -0700 | |
commit | e04d8520348ad845675539c08e10a1a628f6fb1a (patch) | |
tree | 9e4a8c33a4f5ac573a4e1229d5fa91c349bef24d /hlsl | |
parent | e5268aa7216bdb86c4b62c4e3975b48f41c158ad (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.fx | 44 | ||||
-rw-r--r-- | hlsl/scanline.fx | 172 |
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(); + } +} |