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-rw-r--r--hlsl/post.fx72
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;
}
//-----------------------------------------------------------------------------