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Diffstat (limited to 'hlsl/scanline.fx')
-rw-r--r-- | hlsl/scanline.fx | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/hlsl/scanline.fx b/hlsl/scanline.fx new file mode 100644 index 00000000000..5dd4869fe1c --- /dev/null +++ b/hlsl/scanline.fx @@ -0,0 +1,172 @@ +// license:BSD-3-Clause +// copyright-holders:Ryan Holtz,ImJezze +//----------------------------------------------------------------------------- +// Scanline Effect +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Sampler Definitions +//----------------------------------------------------------------------------- + +texture Diffuse; + +sampler DiffuseSampler = sampler_state +{ + Texture = <Diffuse>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +//----------------------------------------------------------------------------- +// Vertex Definitions +//----------------------------------------------------------------------------- + +struct VS_INPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_OUTPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Constants +//----------------------------------------------------------------------------- + +static const float PI = 3.1415927f; +static const float HalfPI = PI * 0.5f; + +//----------------------------------------------------------------------------- +// Scanline Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 ScreenDims; +uniform float2 SourceDims; +uniform float2 TargetDims; +uniform float2 QuadDims; + +uniform bool SwapXY = false; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + 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 = Input.TexCoord; + Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9) + + Output.Color = Input.Color; + + return Output; +} + +//----------------------------------------------------------------------------- +// Scanline Pixel Shader +//----------------------------------------------------------------------------- + + +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; + +float2 GetAdjustedCoords(float2 coord) +{ + // center coordinates + coord -= 0.5f; + + // apply screen scale + coord *= ScreenScale; + + // un-center coordinates + coord += 0.5f; + + // apply screen offset + coord += ScreenOffset; + + return coord; +} + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 BaseCoord = GetAdjustedCoords(Input.TexCoord); + + // Color + float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); + BaseColor.a = 1.0f; + + // clip border + if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f || + BaseCoord.x > 1.0f || BaseCoord.y > 1.0f) + { + // we don't use the clip function, because we don't clear the render target before + return float4(0.0f, 0.0f, 0.0f, 1.0f); + } + + 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); + + return BaseColor; +} + +//----------------------------------------------------------------------------- +// Scanline & Shadowmask Technique +//----------------------------------------------------------------------------- + +technique DefaultTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} |