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-rw-r--r--hlsl/post.fx44
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