diff options
Diffstat (limited to 'hlsl/artwork_support/post.fx')
-rw-r--r-- | hlsl/artwork_support/post.fx | 26 |
1 files changed, 16 insertions, 10 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; } } |