diff options
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 72 |
1 files changed, 30 insertions, 42 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index 7bd698c4bb6..d972926f629 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; }; //----------------------------------------------------------------------------- @@ -82,34 +84,31 @@ 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 = Input.Position.xy / ScreenDims; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) + Output.SourceCoord = Input.TexCoord; + + float2 ScreenCoordOffset = ShadowUVOffset; + ScreenCoordOffset = SwapXY + ? ShadowUVOffset.yx + : ShadowUVOffset.xy; + + Output.ScreenCoord = Input.Position.xy / ScreenDims; + Output.ScreenCoord += ScreenCoordOffset / ScreenDims; + Output.Color = Input.Color; return Output; @@ -165,21 +164,16 @@ 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) - { - BaseColor.rgb = 0.0f; - } + clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1); // Mask Simulation (may not affect bloom) if (!PrepareBloom && ShadowAlpha > 0.0f) @@ -194,7 +188,7 @@ float4 ps_main(PS_INPUT Input) : COLOR // ? shadowUV.yx // : shadowUV.xy; - float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord; + float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : SourceCoord; screenCoord = SwapXY ? screenCoord.yx : screenCoord.xy; @@ -204,7 +198,7 @@ float4 ps_main(PS_INPUT Input) : COLOR ? shadowCount.yx : shadowCount.xy; - float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount); + float2 shadowTile = (ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount; shadowTile = SwapXY ? shadowTile.yx : shadowTile.xy; @@ -242,14 +236,14 @@ 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 BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; - float ScanlineCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI; + 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); @@ -260,21 +254,15 @@ float4 ps_main(PS_INPUT Input) : COLOR } // Hum Bar Simulation (may not affect vector screen) - if (!PrepareVector && HumBarAlpha > 0.0f) + if (!VectorScreen && HumBarAlpha > 0.0f) { float HumBarStep = frac(TimeMilliseconds * HumBarDesync); - float HumBarBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha; + 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; } //----------------------------------------------------------------------------- |