diff options
Diffstat (limited to 'hlsl/post.fx')
-rw-r--r-- | hlsl/post.fx | 44 |
1 files changed, 4 insertions, 40 deletions
diff --git a/hlsl/post.fx b/hlsl/post.fx index dcc4ee3b194..0d3bf244a16 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -1,7 +1,7 @@ // license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- -// Scanline & Shadowmask Effect +// Shadowmask Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- @@ -68,7 +68,7 @@ static const float PI = 3.1415927f; static const float HalfPI = PI * 0.5f; //----------------------------------------------------------------------------- -// Scanline & Shadowmask Vertex Shader +// Shadowmask Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; @@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) } //----------------------------------------------------------------------------- -// Scanline & Shadowmask Pixel Shader +// Shadowmask Pixel Shader //----------------------------------------------------------------------------- uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) @@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f; uniform float2 ScreenScale = float2(1.0f, 1.0f); uniform float2 ScreenOffset = float2(0.0f, 0.0f); -uniform float ScanlineAlpha = 0.0f; -uniform float ScanlineScale = 1.0f; -uniform float ScanlineHeight = 1.0f; -uniform float ScanlineVariation = 1.0f; -uniform float ScanlineOffset = 1.0f; -uniform float ScanlineBrightScale = 1.0f; -uniform float ScanlineBrightOffset = 1.0f; - uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension @@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR // Scanline Simulation (may not affect bloom) if (!PrepareBloom) { - // Scanline Simulation (may not affect vector screen) - 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; - ScanlineCoord += SwapXY - ? QuadDims.x <= SourceDims.x * 2.0f - ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source - : 0.0f - : QuadDims.y <= SourceDims.y * 2.0f - ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source - : 0.0f; - - ScanlineCoord *= SourceDims.y * ScanlineScale * PI; - - float ScanlineCoordJitter = ScanlineOffset * HalfPI; - float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); - float ScanlineWide = ScanlineHeight + ScanlineVariation * 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 (!VectorScreen && HumBarAlpha > 0.0f) { @@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR } //----------------------------------------------------------------------------- -// Scanline & Shadowmask Technique +// Shadowmask Technique //----------------------------------------------------------------------------- technique DefaultTechnique |