diff options
Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r-- | hlsl/phosphor.fx | 52 |
1 files changed, 11 insertions, 41 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index e7f585a1f2f..d78473a2c6e 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -1,5 +1,5 @@ // license:BSD-3-Clause -// copyright-holders:Ryan Holtz, Westley M. Martinez +// copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Phosphor Effect //----------------------------------------------------------------------------- @@ -13,7 +13,6 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; - SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -27,7 +26,6 @@ texture LastPass; sampler PreviousSampler = sampler_state { Texture = <LastPass>; - SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -95,51 +93,24 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Phosphor Pixel Shader //----------------------------------------------------------------------------- -uniform int Mode = 0; +uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f); uniform float DeltaTime = 0.0f; -uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f }; -uniform float3 Beta = { 0.0f, 0.0f, 0.0f }; -static const float TAU_FACTOR = 0.4342944819; -static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100; +static const float F = 30.0f; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; - float r = PrevPix.r; - float g = PrevPix.g; - float b = PrevPix.b; - - if (Mode == 0) { - r = 0; - g = 0; - b = 0; - } - else if (Mode == 1) { - float3 tau = TimeConstant * TAU_FACTOR; - r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r); - g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g); - b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b); - } - else { - float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR); - - if (r != 0.0f) - r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), - -Beta.r); - if (g != 0.0f) - g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), - -Beta.g); - if (b != 0.0f) - b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), - -Beta.b); - } + PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime); + PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime); + PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime); + float RedMax = max(CurrPix.r, PrevPix.r); + float GreenMax = max(CurrPix.g, PrevPix.g); + float BlueMax = max(CurrPix.b, PrevPix.b); - r = max(CurrPix.r, r); - g = max(CurrPix.g, g); - b = max(CurrPix.b, b); - return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a); + return Passthrough ? + CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a); } //----------------------------------------------------------------------------- @@ -150,7 +121,6 @@ technique DefaultTechnique { pass Pass0 { - SRGBWriteEnable = TRUE; Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); |