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-rw-r--r--hlsl/post.fx110
1 files changed, 55 insertions, 55 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx
index deec349e2fc..01d83d435ff 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -49,15 +49,17 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ScreenCoord : TEXCOORD1;
+ float2 SourceCoord : TEXCOORD0;
+ float2 TexCoord : TEXCOORD1;
+ float2 ScreenCoord : TEXCOORD2;
};
struct PS_INPUT
{
float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ScreenCoord : TEXCOORD1;
+ float2 SourceCoord : TEXCOORD0;
+ float2 TexCoord : TEXCOORD1;
+ float2 ScreenCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
@@ -82,33 +84,27 @@ uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
-uniform bool PrepareVector = false;
+uniform bool VectorScreen = 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.TexCoord = Input.Position.xy / ScreenDims;
+
+ Output.TexCoord += PrepareBloom
+ ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
+ : 0.5f / TargetDims; // fix half texel offset correction (DX9)
+
+ Output.SourceCoord = Input.TexCoord;
+
+ Output.ScreenCoord = Input.Position.xy / ScreenDims;
Output.Color = Input.Color;
@@ -119,7 +115,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Scanline & Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
-uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
+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;
@@ -165,36 +161,40 @@ float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenTexelDims = 1.0f / ScreenDims;
float2 SourceTexelDims = 1.0f / SourceDims;
- float2 SourceRes = SourceDims * SourceRect;
- float2 HalfSourceRect = SourceRect * 0.5f;
-
- float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
- float2 BaseCoord = GetAdjustedCoords(Input.TexCoord, HalfSourceRect);
+ float2 ScreenCoord = Input.ScreenCoord;
+ float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f);
+ float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f * SourceRect);
// Color
- float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
BaseColor.a = 1.0f;
- if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
+ // keep border
+ if (!PrepareBloom)
{
- BaseColor.rgb = 0.0f;
+ // clip border
+ clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
}
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0f)
{
+ float2 shadowUVOffset = ShadowUVOffset;
+ shadowUVOffset = SwapXY
+ ? ShadowUVOffset.yx
+ : ShadowUVOffset.xy;
+
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
? shadowDims.yx
: shadowDims.xy;
float2 shadowUV = ShadowUV;
- // shadowUV = SwapXY
- // ? shadowUV.yx
- // : shadowUV.xy;
- float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord;
+ float2 screenCoord = ShadowTileMode == 0
+ ? ScreenCoord + shadowUVOffset / ScreenDims
+ : SourceCoord + shadowUVOffset / SourceDims;
screenCoord = SwapXY
? screenCoord.yx
: screenCoord.xy;
@@ -204,17 +204,17 @@ float4 ps_main(PS_INPUT Input) : COLOR
? shadowCount.yx
: shadowCount.xy;
- float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount);
+ float2 shadowTile = ShadowTileMode == 0
+ ? ScreenTexelDims * shadowCount
+ : 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);
@@ -242,33 +242,33 @@ float4 ps_main(PS_INPUT Input) : COLOR
if (!PrepareBloom)
{
// Scanline Simulation (may not affect vector screen)
- if (!PrepareVector && ScanlineAlpha > 0.0f)
+ if (!VectorScreen && ScanlineAlpha > 0.0f)
{
- float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
- float ScanCoordJitter = ScanlineOffset * PHI;
- float ScanSine = sin(ScanCoord + ScanCoordJitter);
- float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
- float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
+ float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
+ float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
- BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
+ float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
+
+ float ScanlineCoord = SourceCoord.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)
+ if (!VectorScreen && HumBarAlpha > 0.0f)
{
- float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
- float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
- BaseColor.rgb *= HumBrightness;
+ float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
+ float HumBarBrightness = 1.0 - frac(SourceCoord.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;
-
- return Output;
+ return BaseColor;
}
//-----------------------------------------------------------------------------