diff options
Diffstat (limited to 'hlsl/artwork_support')
-rw-r--r-- | hlsl/artwork_support/distortion.fx | 101 | ||||
-rw-r--r-- | hlsl/artwork_support/post.fx | 541 |
2 files changed, 0 insertions, 642 deletions
diff --git a/hlsl/artwork_support/distortion.fx b/hlsl/artwork_support/distortion.fx deleted file mode 100644 index 333363afeb8..00000000000 --- a/hlsl/artwork_support/distortion.fx +++ /dev/null @@ -1,101 +0,0 @@ -// license:BSD-3-Clause -// copyright-holders:ImJezze -//----------------------------------------------------------------------------- -// Distortion Effect -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -// Sampler Definitions -//----------------------------------------------------------------------------- - -texture DiffuseTexture; - -sampler DiffuseSampler = sampler_state -{ - Texture = <DiffuseTexture>; - 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; -}; - -//----------------------------------------------------------------------------- -// Distortion Vertex Shader -//----------------------------------------------------------------------------- - -uniform float2 ScreenDims; // size of the window or fullscreen -uniform float2 TargetDims; - -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.Color = Input.Color; - - Output.TexCoord = Input.Position.xy / ScreenDims; - Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - - return Output; -} - -//----------------------------------------------------------------------------- -// Post-Processing Pixel Shader -//----------------------------------------------------------------------------- - -float4 ps_main(PS_INPUT Input) : COLOR -{ - float2 BaseCoord = Input.TexCoord; - - // Color - float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); - BaseColor.a = 1.0f; - - return BaseColor; -} - -//----------------------------------------------------------------------------- -// Distortion Effect -//----------------------------------------------------------------------------- - -technique DefaultTechnique -{ - pass Pass0 - { - Lighting = FALSE; - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } -}
\ No newline at end of file diff --git a/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx deleted file mode 100644 index 7547d109788..00000000000 --- a/hlsl/artwork_support/post.fx +++ /dev/null @@ -1,541 +0,0 @@ -// license:BSD-3-Clause -// copyright-holders:Ryan Holtz,ImJezze -//----------------------------------------------------------------------------- -// Scanline, Shadowmask & Distortion Effect -//----------------------------------------------------------------------------- - -//----------------------------------------------------------------------------- -// Sampler Definitions -//----------------------------------------------------------------------------- - -texture DiffuseTexture; - -sampler DiffuseSampler = sampler_state -{ - 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; -}; - -//----------------------------------------------------------------------------- -// 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; - float2 ScreenCoord : TEXCOORD1; -}; - -struct PS_INPUT -{ - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 ScreenCoord : TEXCOORD1; -}; - -//----------------------------------------------------------------------------- -// Constants -//----------------------------------------------------------------------------- - -static const float Epsilon = 1.0e-7f; -static const float PI = 3.1415927f; -static const float PHI = 1.618034f; -static const float E = 2.7182817f; -static const float Gelfond = 23.140692f; // e^pi (Gelfond constant) -static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant) - -//----------------------------------------------------------------------------- -// Functions -//----------------------------------------------------------------------------- - -// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/ -float random(float2 seed) -{ - // irrationals for pseudo randomness - float2 i = float2(Gelfond, GelfondSchneider); - - return frac(cos(dot(seed, i)) * 123456.0f); -} - -// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/ -float normalizedSigmoid(float n, float k) -{ - // valid for n and k in range of -1.0 and 1.0 - return (n - n * k) / (k - abs(n) * 2.0f * k + 1); -} - -// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm -float roundBox(float2 p, float2 b, float r) -{ - return length(max(abs(p) - b + r, 0.0f)) - r; -} - -//----------------------------------------------------------------------------- -// Scanline, Shadowmask & Distortion Vertex Shader -//----------------------------------------------------------------------------- - -uniform float2 ScreenDims; // size of the window or fullscreen -uniform float2 SourceDims; // size of the texture in power-of-two size -uniform float2 SourceRect; // size of the uv rectangle -uniform float2 TargetDims; // size of the target surface -uniform float2 QuadDims; // size of the screen quad - -uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size) -uniform float2 ShadowUVOffset = float2(0.0f, 0.0f); - -uniform bool SwapXY = false; - -uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270° - -uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures -uniform bool PrepareVector = false; - -VS_OUTPUT vs_main(VS_INPUT Input) -{ - VS_OUTPUT Output = (VS_OUTPUT)0; - - float2 shadowUVOffset = ShadowUVOffset; - shadowUVOffset = SwapXY - ? shadowUVOffset.yx - : shadowUVOffset.xy; - - float2 ScreenCoordOffset = 0.0f; - ScreenCoordOffset += shadowUVOffset; - - Output.ScreenCoord = Input.Position.xy; - Output.ScreenCoord += ScreenCoordOffset; - - 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 = PrepareVector - ? Input.Position.xy / ScreenDims - : Input.TexCoord; - Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) - - Output.Color = Input.Color; - - return Output; -} - -//----------------------------------------------------------------------------- -// Scanline, Shadowmask & Distortion 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) -uniform float HumBarAlpha = 0.0f; - -uniform float TimeMilliseconds = 0.0f; - -uniform float2 ScreenScale = float2(1.0f, 1.0f); -uniform float2 ScreenOffset = float2(0.0f, 0.0f); - -uniform float ScanlineAlpha = 1.0f; -uniform float ScanlineScale = 1.0f; -uniform float ScanlineBrightScale = 1.0f; -uniform float ScanlineBrightOffset = 1.0f; -uniform float ScanlineOffset = 1.0f; -uniform float ScanlineHeight = 1.0f; - -uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); - -uniform float CurvatureAmount = 1.0f; -uniform float RoundCornerAmount = 0.0f; -uniform float SmoothBorderAmount = 0.0f; -uniform float VignettingAmount = 0.0f; -uniform float ReflectionAmount = 0.0f; - -uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension -uniform float ShadowAlpha = 0.0f; -uniform float2 ShadowCount = float2(6.0f, 6.0f); -uniform float2 ShadowUV = float2(0.25f, 0.25f); - -uniform float3 Power = float3(1.0f, 1.0f, 1.0f); -uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); - -float2 GetRatioCorrection() -{ - if (PrepareVector) - { - float ScreenRatio = ScreenDims.x / ScreenDims.y; - float QuadRatio = QuadDims.x / QuadDims.y; - float ScreenQuadRatio = QuadRatio / ScreenRatio; - - return ScreenQuadRatio > 1.0f - ? float2(1.0, 1.0f / ScreenQuadRatio) - : float2(ScreenQuadRatio, 1.0); - } - else - { - return SourceRect; - } -} - -float GetNoiseFactor(float n, float random) -{ - // smaller n become more noisy - return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n)); -} - -float GetVignetteFactor(float2 coord, float amount) -{ - float2 VignetteCoord = coord; - - float VignetteLength = length(VignetteCoord); - float VignetteBlur = (amount * 0.75f) + 0.25; - - // 0.5 full screen fitting circle - float VignetteRadius = 1.0f - (amount * 0.25f); - float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength); - - return saturate(Vignette); -} - -float GetSpotAddend(float2 coord, float amount) -{ - float2 RatioCorrection = GetRatioCorrection(); - - // normalized screen canvas ratio - float2 CanvasRatio = PrepareVector - ? float2(1.0f, QuadDims.y / QuadDims.x) - : float2(1.0f, SwapXY - ? QuadDims.x / QuadDims.y - : QuadDims.y / QuadDims.x); - - // upper right quadrant - float2 spotOffset = PrepareVector - ? RotationType == 1 // 90° - ? float2(-0.25f, -0.25f) - : RotationType == 2 // 180° - ? float2(0.25f, -0.25f) - : RotationType == 3 // 270° - ? float2(0.25f, 0.25f) - : float2(-0.25f, 0.25f) - : SwapXY - ? float2(0.25f, 0.25f) - : float2(-0.25f, 0.25f); - - float2 SpotCoord = coord; - SpotCoord += spotOffset * RatioCorrection; - SpotCoord *= CanvasRatio; - SpotCoord /= RatioCorrection; - - float SpotBlur = amount; - - // 0.5 full screen fitting circle - float SpotRadius = amount * 0.75f; - float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord)); - - float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75); - - // increase strength by 100% - SigmoidSpot = SigmoidSpot * 2.0f; - - return saturate(SigmoidSpot); -} - -float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount) -{ - float2 RatioCorrection = GetRatioCorrection(); - - // reduce smooth amount down to radius amount - smoothAmount = min(smoothAmount, radiusAmount); - - float2 CanvasDims = PrepareVector - ? ScreenDims - : SwapXY - ? QuadDims.yx / SourceRect - : QuadDims.xy / SourceRect; - - coord = PrepareVector - ? coord - : coord - 1.0f / SourceDims; // alignment correction (raster graphics) - - float range = min(QuadDims.x, QuadDims.y) * 0.5; - float radius = range * max(radiusAmount, 0.0025f); - float smooth = 1.0 / (range * max(smoothAmount, 0.0025f)); - - // compute box - float box = roundBox(CanvasDims * (coord * 2.0f), CanvasDims * RatioCorrection, radius); - - // apply smooth - box *= smooth; - box += 1.0f - pow(smooth * 0.5f, 0.5f); - - float border = smoothstep(1.0f, 0.0f, box); - - return saturate(border); -} - -// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/ -float2 GetDistortedCoords(float2 centerCoord, float amount) -{ - // lens distortion coefficient - float k = amount; - - // cubic distortion value - float kcube = amount * 2.0f; - - // compute cubic distortion factor - float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y; - float f = kcube == 0.0f - ? 1.0f + r2 * k - : 1.0f + r2 * (k + kcube * sqrt(r2)); - - // fit screen bounds - f /= 1.0f + amount * 0.5f; - - // apply cubic distortion factor - centerCoord *= f; - - return centerCoord; -} - -float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount) -{ - float2 RatioCorrection = GetRatioCorrection(); - - // center coordinates - coord -= centerOffset; - - // apply ratio difference between screen and quad - coord /= RatioCorrection; - - // distort coordinates - coord = GetDistortedCoords(coord, distortionAmount); - - // revert ratio difference between screen and quad - coord *= RatioCorrection; - - // un-center coordinates - coord += centerOffset; - - return coord; -} - -float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount) -{ - float2 RatioCorrection = GetRatioCorrection(); - - // center coordinates - coord -= centerOffset; - - // apply ratio difference between screen and quad - coord /= RatioCorrection; - - // apply screen scale - coord /= ScreenScale; - - // distort coordinates - coord = GetDistortedCoords(coord, distortionAmount); - - // revert ratio difference between screen and quad - coord *= RatioCorrection; - - // un-center coordinates - coord += centerOffset; - - // apply screen offset - coord += (centerOffset * 2.0) * ScreenOffset; - - return coord; -} - -float4 ps_main(PS_INPUT Input) : COLOR -{ - float2 ScreenTexelDims = 1.0f / ScreenDims; - float2 SourceTexelDims = 1.0f / SourceDims; - - float2 HalfSourceRect = SourceRect * 0.5f; - - float2 ScreenCoord = Input.ScreenCoord / ScreenDims; - ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount * 0.25f); // reduced amount - - float2 DistortionCoord = Input.TexCoord; - DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount - - float2 BaseCoord = Input.TexCoord; - BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount - - float2 DistortionCoordCentered = DistortionCoord; - DistortionCoordCentered -= HalfSourceRect; - - float2 BaseCoordCentered = BaseCoord; - BaseCoordCentered -= HalfSourceRect; - - float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); - BaseColor.a = 1.0f; - - if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f) - { - BaseColor.rgb = 0.0f; - } - - // Mask Simulation (may not affect bloom) - if (!PrepareBloom && ShadowAlpha > 0.0f) - { - float2 shadowDims = ShadowDims; - shadowDims = SwapXY - ? shadowDims.yx - : shadowDims.xy; - - float2 shadowUV = ShadowUV; - // shadowUV = SwapXY - // ? shadowUV.yx - // : shadowUV.xy; - - float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord; - screenCoord = SwapXY - ? screenCoord.yx - : screenCoord.xy; - - float2 shadowCount = ShadowCount; - shadowCount = SwapXY - ? shadowCount.yx - : shadowCount.xy; - - float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount); - shadowTile = SwapXY - ? shadowTile.yx - : shadowTile.xy; - - float2 ShadowFrac = frac(screenCoord / shadowTile); - float2 ShadowCoord = (ShadowFrac * shadowUV); - ShadowCoord += 0.5f / shadowDims; // half texel offset - // ShadowCoord = SwapXY - // ? ShadowCoord.yx - // : ShadowCoord.xy; - - float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord); - float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha); - float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha; - - // apply shadow mask color - BaseColor.rgb *= ShadowMaskColor; - // clear shadow mask by background color - BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear); - } - - // Color Compression (may not affect bloom) - if (!PrepareBloom) - { - // increasing the floor of the signal without affecting the ceiling - BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb; - } - - // Color Power (may affect bloom) - BaseColor.r = pow(BaseColor.r, Power.r); - BaseColor.g = pow(BaseColor.g, Power.g); - BaseColor.b = pow(BaseColor.b, Power.b); - - // Scanline Simulation (may not affect bloom) - if (!PrepareBloom) - { - // Scanline Simulation (may not affect vector screen) - if (!PrepareVector && 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 * 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 HumBarStep = frac(TimeMilliseconds * HumBarDesync); - float HumBarBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha; - BaseColor.rgb *= HumBarBrightness; - } - } - - // Output - float4 Output = PrepareVector - ? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f)) - : BaseColor * Input.Color; - Output.a = 1.0f; - - // Vignetting Simulation (may not affect bloom) - if (!PrepareBloom) - { - float2 VignetteCoord = DistortionCoordCentered; - - float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount); - Output.rgb *= VignetteFactor; - } - - // Light Reflection Simulation (may not affect bloom) - if (!PrepareBloom) - { - float3 LightColor = float3(1.0f, 0.90f, 0.80f); - - float2 SpotCoord = DistortionCoordCentered; - float2 NoiseCoord = DistortionCoordCentered; - - float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount); - float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord)); - Output.rgb += SpotAddend * NoiseFactor * LightColor; - } - - // Round Corners Simulation (may affect bloom) - float2 RoundCornerCoord = DistortionCoordCentered; - - float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount); - Output.rgb *= roundCornerFactor; - - return Output; -} - -//----------------------------------------------------------------------------- -// Scanline & Shadowmask Effect -//----------------------------------------------------------------------------- - -technique DefaultTechnique -{ - pass Pass0 - { - Lighting = FALSE; - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } -}
\ No newline at end of file |