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Diffstat (limited to 'hlsl/phosphor.fx')
-rw-r--r-- | hlsl/phosphor.fx | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx new file mode 100644 index 00000000000..77ef58ca0ae --- /dev/null +++ b/hlsl/phosphor.fx @@ -0,0 +1,126 @@ +//----------------------------------------------------------------------------- +// Effect File Variables +//----------------------------------------------------------------------------- + +texture Diffuse; + +sampler DiffuseSampler = sampler_state +{ + Texture = <Diffuse>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +texture LastPass; + +sampler PreviousSampler = sampler_state +{ + Texture = <LastPass>; + 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; + float2 ExtraInfo : TEXCOORD1; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 PrevCoord : TEXCOORD1; +}; + +//----------------------------------------------------------------------------- +// Simple Vertex Shader +//----------------------------------------------------------------------------- + +uniform float TargetWidth; +uniform float TargetHeight; + +uniform float RawWidth; +uniform float RawHeight; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.x /= TargetWidth; + Output.Position.y /= TargetHeight; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.x -= 0.5f; + Output.Position.y -= 0.5f; + Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); + Output.Color = Input.Color; + + float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight); + Output.TexCoord = Input.Position.xy * InvTexSize; + Output.TexCoord += 0.5f / float2(TargetWidth, TargetHeight); + + Output.PrevCoord = Output.TexCoord; + + return Output; +} + +//----------------------------------------------------------------------------- +// Simple Pixel Shader +//----------------------------------------------------------------------------- + +uniform float RedPhosphor = 0.0f; +uniform float GreenPhosphor = 0.0f; +uniform float BluePhosphor = 0.0f; + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); + float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(RedPhosphor, GreenPhosphor, BluePhosphor); + + float RedMax = max(CurrPix.r, PrevPix.r); + float GreenMax = max(CurrPix.g, PrevPix.g); + float BlueMax = max(CurrPix.b, PrevPix.b); + + return float4(RedMax, GreenMax, BlueMax, CurrPix.a); +} + +//----------------------------------------------------------------------------- +// Simple Effect +//----------------------------------------------------------------------------- + +technique TestTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + //Sampler[0] = <DiffuseSampler>; + //Sampler[1] = <PreviousSampler>; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} |