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Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/bloom.fx14
-rw-r--r--hlsl/downsample.fx7
-rw-r--r--hlsl/focus.fx43
-rw-r--r--hlsl/phosphor.fx17
-rw-r--r--hlsl/post.fx12
-rw-r--r--hlsl/primary.fx14
6 files changed, 50 insertions, 57 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx
index 9ed97bbd936..e41a663b204 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -186,27 +186,27 @@ uniform float4 Level67Size;
uniform float4 Level89Size;
uniform float2 LevelASize;
-uniform bool PrepareVector = 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;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
- Output.TexCoord01 = TexCoord.xyxy + Prescale.xyxy / Level01Size;
+
+ Output.TexCoord01.xy = TexCoord.xy;
+ Output.TexCoord01.zw = TexCoord.xy + Prescale.xy / Level01Size.zw;
Output.TexCoord23 = TexCoord.xyxy + Prescale.xyxy / Level23Size;
Output.TexCoord45 = TexCoord.xyxy + Prescale.xyxy / Level45Size;
Output.TexCoord67 = TexCoord.xyxy + Prescale.xyxy / Level67Size;
Output.TexCoord89 = TexCoord.xyxy + Prescale.xyxy / Level89Size;
- Output.TexCoordA = TexCoord.xy + Prescale.xy / LevelASize;
+ Output.TexCoordA = TexCoord.xy + Prescale.xy / LevelASize;
return Output;
}
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 18eaa8313c0..376e4b8802d 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -60,13 +60,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
+
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale;
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index a7c6c7ae8f2..b71bc0dcdc6 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -40,7 +40,6 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -61,12 +60,10 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+uniform float2 TargetDims;
uniform float2 Defocus = float2(0.0f, 0.0f);
-uniform float2 Prescale = float2(8.0f, 8.0f);
-
-float2 Coord0Offset = float2( 0.0f, 0.0f);
float2 Coord1Offset = float2(-0.2f, -0.6f);
float2 Coord2Offset = float2( 0.4f, -0.4f);
float2 Coord3Offset = float2( 0.6f, 0.2f);
@@ -79,28 +76,24 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 ScreenTexelDims = 1.0f / ScreenDims;
+ float2 TargetTexelDims = 1.0f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
-
- // todo: there is an offset which can be noticed at lower prescale in high-resolution
- float2 FocusPrescaleOffset = ScreenTexelDims / Prescale;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
- float2 TexCoord = Input.TexCoord;
- TexCoord += FocusPrescaleOffset;
-
- Output.TexCoord0 = TexCoord + Coord0Offset * ScreenTexelDims * Defocus;
- Output.TexCoord1 = TexCoord + Coord1Offset * ScreenTexelDims * Defocus;
- Output.TexCoord2 = TexCoord + Coord2Offset * ScreenTexelDims * Defocus;
- Output.TexCoord3 = TexCoord + Coord3Offset * ScreenTexelDims * Defocus;
- Output.TexCoord4 = TexCoord + Coord4Offset * ScreenTexelDims * Defocus;
- Output.TexCoord5 = TexCoord + Coord5Offset * ScreenTexelDims * Defocus;
- Output.TexCoord6 = TexCoord + Coord6Offset * ScreenTexelDims * Defocus;
- Output.TexCoord7 = TexCoord + Coord7Offset * ScreenTexelDims * Defocus;
+ float2 TexCoord = Input.TexCoord + 0.5f / TargetDims;
+
+ Output.TexCoord0 = TexCoord;
+ Output.TexCoord1 = TexCoord + Coord1Offset * TargetTexelDims * Defocus;
+ Output.TexCoord2 = TexCoord + Coord2Offset * TargetTexelDims * Defocus;
+ Output.TexCoord3 = TexCoord + Coord3Offset * TargetTexelDims * Defocus;
+ Output.TexCoord4 = TexCoord + Coord4Offset * TargetTexelDims * Defocus;
+ Output.TexCoord5 = TexCoord + Coord5Offset * TargetTexelDims * Defocus;
+ Output.TexCoord6 = TexCoord + Coord6Offset * TargetTexelDims * Defocus;
+ Output.TexCoord7 = TexCoord + Coord7Offset * TargetTexelDims * Defocus;
Output.Color = Input.Color;
@@ -123,13 +116,9 @@ float4 ps_main(PS_INPUT Input) : COLOR
float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
-
blurred = lerp(d0.rgb, blurred, 1.0f);
+
return float4(blurred, d0.a);
-
- // float4 texel = tex2D(DiffuseSampler, Input.TexCoord0);
-
- // return float4(texel.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index 85647fb83e9..44b00ac0ee7 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -47,7 +47,6 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -62,10 +61,9 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
-
uniform float2 TargetDims;
-uniform float Passthrough;
+uniform bool Passthrough;
VS_OUTPUT vs_main(VS_INPUT Input)
{
@@ -73,13 +71,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Color = Input.Color;
+ 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 + 0.5f / TargetDims;
Output.PrevCoord = Output.TexCoord;
+
+ Output.Color = Input.Color;
return Output;
}
@@ -99,7 +98,9 @@ float4 ps_main(PS_INPUT Input) : COLOR
float GreenMax = max(CurrPix.g, PrevPix.g);
float BlueMax = max(CurrPix.b, PrevPix.b);
- return lerp(float4(RedMax, GreenMax, BlueMax, CurrPix.a), CurrPix, Passthrough);
+ return Passthrough
+ ? CurrPix
+ : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
}
//-----------------------------------------------------------------------------
diff --git a/hlsl/post.fx b/hlsl/post.fx
index b9a75fd5fa6..57cf821071f 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -88,10 +88,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float4 Position = Input.Position;
- Position.xy *= (ScreenDims + 1.0f) / ScreenDims;
- Position.xy -= 0.5f / ScreenDims;
-
float2 shadowUVOffset = ShadowUVOffset;
shadowUVOffset = xor(OrientationSwapXY, RotationSwapXY)
? shadowUVOffset.yx
@@ -101,16 +97,18 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 ScreenCoordPrescaleOffset = 0.0f;
ScreenCoordPrescaleOffset += shadowUVOffset;
- Output.ScreenCoord = Position.xy;
+ Output.ScreenCoord = Input.Position.xy;
Output.ScreenCoord += ScreenCoordPrescaleOffset;
- Output.Position = float4(Position.xyz, 1.0f);
+ 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 = PrepareVector
+ ? Input.Position.xy / ScreenDims
+ : Input.TexCoord; // + 0.5f / TargetDims;
Output.Color = Input.Color;
diff --git a/hlsl/primary.fx b/hlsl/primary.fx
index ed73750185d..da9abf028be 100644
--- a/hlsl/primary.fx
+++ b/hlsl/primary.fx
@@ -33,7 +33,6 @@ struct VS_INPUT
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
- float2 Unused : TEXCOORD1;
};
struct PS_INPUT
@@ -47,6 +46,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
+
uniform bool PostPass;
uniform float Brighten;
@@ -56,11 +56,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.xy -= 0.5f;
- Output.Position.xy *= 2.0f;
+ Output.Position.y = 1.0f - Output.Position.y; // flip y
+ Output.Position.xy -= 0.5f; // center
+ Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = PostPass ? (Input.Position.xy / ScreenDims) : Input.TexCoord;
+ Output.TexCoord = PostPass
+ ? Input.Position.xy / ScreenDims
+ : Input.TexCoord;
Output.Color = Input.Color;
@@ -87,6 +89,8 @@ technique TestTechnique
{
Lighting = FALSE;
+ Sampler[0] = <DiffuseSampler>;
+
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}