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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();
+ }
+}