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+//-----------------------------------------------------------------------------
+// Post-Processing Effect
+//-----------------------------------------------------------------------------
+
+texture Diffuse;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <Diffuse>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture Shadow;
+
+sampler ShadowSampler = sampler_state
+{
+ Texture = <Shadow>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = WRAP;
+ AddressV = WRAP;
+ AddressW = WRAP;
+};
+
+//-----------------------------------------------------------------------------
+// Vertex Definitions
+//-----------------------------------------------------------------------------
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+ float3 CoordX : TEXCOORD2;
+ float3 CoordY : TEXCOORD3;
+ float2 ShadowCoord : TEXCOORD4;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ExtraInfo : TEXCOORD1;
+ float3 CoordX : TEXCOORD2;
+ float3 CoordY : TEXCOORD3;
+ float2 ShadowCoord : TEXCOORD4;
+};
+
+//-----------------------------------------------------------------------------
+// Post-Processing Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float RedConvergeX;
+uniform float RedConvergeY;
+uniform float GrnConvergeX;
+uniform float GrnConvergeY;
+uniform float BluConvergeX;
+uniform float BluConvergeY;
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float RedRadialConvergeX;
+uniform float RedRadialConvergeY;
+uniform float GrnRadialConvergeX;
+uniform float GrnRadialConvergeY;
+uniform float BluRadialConvergeX;
+uniform float BluRadialConvergeY;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
+ float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
+ 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;
+ Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
+ Output.ExtraInfo = Input.ExtraInfo;
+
+ Output.CoordX.x = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x;
+ Output.CoordX.y = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
+ Output.CoordX.z = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
+
+ Output.CoordY.x = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y;
+ Output.CoordY.y = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
+ Output.CoordY.z = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
+
+ Output.ShadowCoord = Output.TexCoord * float2(RawWidth, RawHeight);
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float PI = 3.14159265f;
+
+uniform float PincushionAmountX = 0.1f;
+uniform float PincushionAmountY = 0.1f;
+
+uniform float ScanlineAmount = 1.0f;
+uniform float ScanlineScale = 1.0f;
+uniform float ScanlineBrightScale = 1.0f;
+uniform float ScanlineBrightOffset = 1.0f;
+uniform float ScanlineOffset = 1.0f;
+
+uniform float RedFromRed = 1.0f;
+uniform float RedFromGrn = 0.0f;
+uniform float RedFromBlu = 0.0f;
+uniform float GrnFromRed = 0.0f;
+uniform float GrnFromGrn = 1.0f;
+uniform float GrnFromBlu = 0.0f;
+uniform float BluFromRed = 0.0f;
+uniform float BluFromGrn = 0.0f;
+uniform float BluFromBlu = 1.0f;
+
+uniform float YfromY = 1.0f;
+uniform float YfromI = 0.0f;
+uniform float YfromQ = 0.0f;
+uniform float IfromY = 0.0f;
+uniform float IfromI = 1.0f;
+uniform float IfromQ = 0.0f;
+uniform float QfromY = 0.0f;
+uniform float QfromI = 0.0f;
+uniform float QfromQ = 1.0f;
+
+uniform float RedOffset = 0.0f;
+uniform float GrnOffset = 0.0f;
+uniform float BluOffset = 0.0f;
+
+uniform float RedScale = 1.0f;
+uniform float GrnScale = 1.0f;
+uniform float BluScale = 1.0f;
+
+uniform float RedFloor = 0.0f;
+uniform float GrnFloor = 0.0f;
+uniform float BluFloor = 0.0f;
+
+uniform float Saturation = 1.0f;
+
+uniform float YScale = 1.0f;
+uniform float IScale = 1.0f;
+uniform float QScale = 1.0f;
+uniform float YOffset = 0.0f;
+uniform float IOffset = 0.0f;
+uniform float QOffset = 0.0f;
+
+uniform float RedPower = 2.2f;
+uniform float GrnPower = 2.2f;
+uniform float BluPower = 2.2f;
+
+uniform float EdgeDetectScale = 1.0f;
+uniform float EdgeToBaseRatio = 0.0f;
+
+uniform float SubsampleLength = 3.0f;
+
+uniform float CurrFrame = 0.0f;
+uniform float CrawlWidth = 3.0f;
+uniform float CrawlHeight = 3.0f;
+uniform float CrawlRate = 3.0f;
+
+uniform float UseShadow = 0.0f;
+uniform float ShadowBrightness = 1.0f;
+uniform float ShadowPixelSizeX = 3.0f;
+uniform float ShadowPixelSizeY = 3.0f;
+uniform float ShadowU = 0.375f;
+uniform float ShadowV = 0.375f;
+uniform float ShadowWidth = 8.0f;
+uniform float ShadowHeight = 8.0f;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 Ratios = float2(WidthRatio, HeightRatio);
+
+ // -- Screen Pincushion Calculation --
+ float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
+
+ float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f);
+ float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2;
+ float2 BaseCoord = Input.TexCoord + PincushionCurve;
+
+ // RGB Pincushion Calculation
+ float3 PincushionCurveX = UnitCoord.x * PincushionAmountX * PincushionR2;
+ float3 PincushionCurveY = UnitCoord.y * PincushionAmountX * PincushionR2;
+
+ float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
+
+ // -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
+ clip((BaseCoord.x < 2.0f / RawWidth) ? -1 : 1);
+ clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1);
+ clip((BaseCoord.x > (2.0f / WidthRatio - 2.0f / RawWidth)) ? -1 : 1);
+ clip((BaseCoord.y > 1.0f / HeightRatio) ? -1 : 1);
+
+ // -- Chroma Subsampling & RGB Deconvergence --
+ float3 CoordX = Input.CoordX + PincushionCurveX;
+ float3 CoordY = Input.CoordY + PincushionCurveY;
+ float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x)).r;
+ float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y)).g;
+ float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z)).b;
+
+ float ChromaSubsampleWidth = RawWidth / SubsampleLength;
+ float LumaSubsampleWidth = RawWidth / SubsampleLength; // For now
+ float3 YFrac = frac((CoordY * RawHeight) / CrawlHeight);
+ float3 CrawlPercent = frac(CurrFrame / CrawlRate + (YFrac - frac(YFrac * CrawlWidth) / CrawlWidth)) * CrawlWidth;
+ float3 ChromaCoordX = Input.CoordX + CrawlPercent / RawWidth;
+ float3 ChannelFrac = frac((ChromaCoordX + PincushionCurveX) * ChromaSubsampleWidth);
+ ChromaCoordX = ((ChromaCoordX + PincushionCurveX) * ChromaSubsampleWidth - ChannelFrac) / ChromaSubsampleWidth + ChannelFrac / (ChromaSubsampleWidth * 2.0f);
+ float3 ChromaCoordY = Input.CoordY + PincushionCurveY;
+
+ float3 BaseTexelRight = tex2D(DiffuseSampler, BaseCoord + float2(1.0f / TargetWidth, 0.0f)).rgb;
+ float3 BaseTexelUpper = tex2D(DiffuseSampler, BaseCoord + float2(0.0f, 1.0f / TargetHeight)).rgb;
+
+ float3 UpperDifference = abs(BaseTexel.rgb - BaseTexelUpper);
+ float3 RightDifference = abs(BaseTexel.rgb - BaseTexelRight);
+ float3 EdgeDifference = (UpperDifference + RightDifference) * EdgeDetectScale;
+
+ float RedChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.x, ChromaCoordY.x)).r;
+ float GrnChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.y, ChromaCoordY.y)).g;
+ float BluChromaTexel = tex2D(DiffuseSampler, float2(ChromaCoordX.z, ChromaCoordY.z)).b;
+
+ float3 ChromaTexel = float3(RedChromaTexel, GrnChromaTexel, BluChromaTexel);
+ float3 LumaTexel = float3(RedTexel, GrnTexel, BluTexel);
+
+ // -- RGB Tint & Shift --
+ float ShiftedRed = dot(LumaTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrn = dot(LumaTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBlu = dot(LumaTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float ShiftedRedChroma = dot(ChromaTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float ShiftedGrnChroma = dot(ChromaTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float ShiftedBluChroma = dot(ChromaTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
+ float EdgeRed = dot(EdgeDifference, float3(RedFromRed, RedFromGrn, RedFromBlu));
+ float EdgeGrn = dot(EdgeDifference, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
+ float EdgeBlu = dot(EdgeDifference, float3(BluFromRed, BluFromGrn, BluFromBlu));
+
+ // -- RGB Offset & Scale --
+ float3 OutTexelLuma = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * float3(RedScale, GrnScale, BluScale) + float3(RedOffset, GrnOffset, BluOffset);
+ float3 OutTexelChroma = float3(ShiftedRedChroma, ShiftedGrnChroma, ShiftedBluChroma) * float3(RedScale, GrnScale, BluScale) + float3(RedOffset, GrnOffset, BluOffset);
+
+ // -- Saturation --
+ float OutLumaLuma = dot(OutTexelLuma, float3(0.3f, 0.59f, 0.11f));
+ float3 OutChromaLuma = OutTexelLuma - float3(OutLumaLuma, OutLumaLuma, OutLumaLuma);
+ float3 SaturatedLuma = OutLumaLuma + OutChromaLuma * Saturation;
+
+ float OutLumaChroma = dot(OutTexelChroma, float3(0.3f, 0.59f, 0.11f));
+ float3 OutChromaChroma = OutTexelChroma - float3(OutLumaChroma, OutLumaChroma, OutLumaChroma);
+ float3 SaturatedChroma = OutLumaChroma + OutChromaChroma * Saturation;
+
+ // -- YIQ Convolution --
+ float Y = dot(SaturatedLuma, float3(0.299f, 0.587f, 0.114f));
+ float I = dot(SaturatedChroma, float3(0.595716f, -0.274453f, -0.321263f));
+ float Q = dot(SaturatedChroma, float3(0.211456f, -0.522591f, 0.311135f));
+ Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
+ I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
+ Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
+ float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
+ float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
+
+ OutRGB = lerp(OutRGB, float3(EdgeRed, EdgeGrn, EdgeBlu), EdgeToBaseRatio);
+
+ float3 Power = float3(RedPower, GrnPower, BluPower);
+ OutRGB = pow(OutRGB, Power);
+
+ // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
+ float3 Floor = float3(RedFloor, GrnFloor, BluFloor);
+ OutRGB = Floor + (1.0f - Floor) * OutRGB;
+
+ // -- Scanline Simulation --
+ float3 ScanBrightness = lerp(1.0f, abs(sin(((CoordY * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount);
+ float3 Scanned = OutRGB * ScanBrightness;
+
+ float2 ShadowCoord = BaseCoord * float2(RawWidth, RawHeight);
+ float ShadowCoordX = frac(ShadowCoord.x / ShadowPixelSizeX) * ShadowU + 1.0f / ShadowWidth;
+ float ShadowCoordY = frac(ShadowCoord.y / ShadowPixelSizeY) * ShadowV + 1.0f / ShadowHeight;
+ float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, float2(ShadowCoordX, ShadowCoordY)), UseShadow);
+
+ // -- Final Pixel --
+ float4 Output = lerp(Input.Color, float4(Scanned * lerp(1.0f, ShadowTexel * 1.25f, ShadowBrightness), BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Effect
+//-----------------------------------------------------------------------------
+
+technique TestTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ //Sampler[0] = <DiffuseSampler>;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}