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-rw-r--r--hlsl/ghosting.fx159
1 files changed, 0 insertions, 159 deletions
diff --git a/hlsl/ghosting.fx b/hlsl/ghosting.fx
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--- a/hlsl/ghosting.fx
+++ /dev/null
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-// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz, Westley M. Martinez
-//-----------------------------------------------------------------------------
-// Ghosting Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-texture Diffuse;
-
-sampler DiffuseSampler = sampler_state
-{
- Texture = <Diffuse>;
- SRGBTexture = TRUE;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-texture LastPass;
-
-sampler PreviousSampler = sampler_state
-{
- Texture = <LastPass>;
- SRGBTexture = TRUE;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-//-----------------------------------------------------------------------------
-// Vertex Definitions
-//-----------------------------------------------------------------------------
-
-struct VS_OUTPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 PrevCoord : TEXCOORD1;
-};
-
-struct VS_INPUT
-{
- float3 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct PS_INPUT
-{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 PrevCoord : TEXCOORD1;
-};
-
-//-----------------------------------------------------------------------------
-// Phosphor Vertex Shader
-//-----------------------------------------------------------------------------
-
-uniform float2 ScreenDims;
-uniform float2 TargetDims;
-
-uniform bool Passthrough;
-
-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; // half texel offset correction (DX9)
-
- Output.PrevCoord = Output.TexCoord;
-
- Output.Color = Input.Color;
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// Phosphor Pixel Shader
-//-----------------------------------------------------------------------------
-
-uniform float DeltaTime = 0.0f;
-uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f };
-uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f };
-static const float TAU_FACTOR = 0.159154943;
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
- float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
- float3 tau = { 0.0f, 0.0f, 0.0f };
- float r = PrevPix.r;
- float g = PrevPix.g;
- float b = PrevPix.b;
-
- if (CurrPix.r > r) {
- tau.r = LCDRise.r * TAU_FACTOR;
- r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) *
- (1 - exp(-DeltaTime / tau.r)) + r;
- }
- else {
- tau.r = LCDFall.r * TAU_FACTOR;
- r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) *
- exp(-DeltaTime / tau.r) + CurrPix.r;
- }
- if (CurrPix.g > g) {
- tau.g = LCDRise.g * TAU_FACTOR;
- g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) *
- (1 - exp(-DeltaTime / tau.g)) + g;
- }
- else {
- tau.g = LCDFall.g * TAU_FACTOR;
- g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) *
- exp(-DeltaTime / tau.g) + CurrPix.g;
- }
- if (CurrPix.b > b) {
- tau.b = LCDRise.b * TAU_FACTOR;
- b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) *
- (1 - exp(-DeltaTime / tau.b)) + b;
- }
- else {
- tau.b = LCDFall.b * TAU_FACTOR;
- b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) *
- exp(-DeltaTime / tau.b) + CurrPix.b;
- }
- return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
-}
-
-//-----------------------------------------------------------------------------
-// Phosphor Technique
-//-----------------------------------------------------------------------------
-
-technique DefaultTechnique
-{
- pass Pass0
- {
- SRGBWriteEnable = TRUE;
- Lighting = FALSE;
-
- VertexShader = compile vs_2_0 vs_main();
- PixelShader = compile ps_2_0 ps_main();
- }
-}