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-rw-r--r--hlsl/artwork_support/distortion.fx97
-rw-r--r--hlsl/artwork_support/post.fx471
-rw-r--r--hlsl/distortion.fx2
-rw-r--r--hlsl/post.fx12
4 files changed, 579 insertions, 3 deletions
diff --git a/hlsl/artwork_support/distortion.fx b/hlsl/artwork_support/distortion.fx
new file mode 100644
index 00000000000..65896bceb96
--- /dev/null
+++ b/hlsl/artwork_support/distortion.fx
@@ -0,0 +1,97 @@
+// license:BSD-3-Clause
+// copyright-holders:ImJezze
+//-----------------------------------------------------------------------------
+// Distortion Effect
+//-----------------------------------------------------------------------------
+
+texture DiffuseTexture;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <DiffuseTexture>;
+ 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;
+};
+
+//-----------------------------------------------------------------------------
+// Distortion Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims; // size of the window or fullscreen
+uniform float2 TargetDims;
+
+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.Color = Input.Color;
+
+ Output.TexCoord = Input.Position.xy / ScreenDims;
+ Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 BaseCoord = Input.TexCoord;
+
+ // Color
+ float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ BaseColor.a = 1.0f;
+
+ return BaseColor;
+}
+
+//-----------------------------------------------------------------------------
+// Distortion Effect
+//-----------------------------------------------------------------------------
+
+technique DistortionTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+} \ No newline at end of file
diff --git a/hlsl/artwork_support/post.fx b/hlsl/artwork_support/post.fx
new file mode 100644
index 00000000000..ed6c7ce51aa
--- /dev/null
+++ b/hlsl/artwork_support/post.fx
@@ -0,0 +1,471 @@
+// license:BSD-3-Clause
+// copyright-holders:Ryan Holtz,ImJezze
+//-----------------------------------------------------------------------------
+// Scanline & Shadowmask Effect
+//-----------------------------------------------------------------------------
+
+texture DiffuseTexture;
+
+sampler DiffuseSampler = sampler_state
+{
+ Texture = <DiffuseTexture>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = CLAMP;
+ AddressV = CLAMP;
+ AddressW = CLAMP;
+};
+
+texture ShadowTexture;
+
+sampler ShadowSampler = sampler_state
+{
+ Texture = <ShadowTexture>;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
+ AddressU = WRAP;
+ AddressV = WRAP;
+ AddressW = WRAP;
+};
+
+//-----------------------------------------------------------------------------
+// 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;
+ float2 ScreenCoord : TEXCOORD1;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+ float2 ScreenCoord : TEXCOORD1;
+};
+
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float Epsilon = 1.0e-7f;
+static const float PI = 3.1415927f;
+static const float E = 2.7182817f;
+static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
+static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
+
+//-----------------------------------------------------------------------------
+// Functions
+//-----------------------------------------------------------------------------
+
+bool xor(bool a, bool b)
+{
+ return (a || b) && !(a && b);
+}
+
+// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
+float random(float2 seed)
+{
+ // irrationals for pseudo randomness
+ float2 i = float2(Gelfond, GelfondSchneider);
+
+ return frac(cos(dot(seed, i)) * 123456.0f);
+}
+
+// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
+float normalizedSigmoid(float n, float k)
+{
+ // valid for n and k in range of -1.0 and 1.0
+ return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
+}
+
+// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
+float roundBox(float2 p, float2 b, float r)
+{
+ return length(max(abs(p) - b + r, 0.0f)) - r;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline & Shadowmask Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float2 ScreenDims; // size of the window or fullscreen
+uniform float2 SourceDims; // size of the texture in power-of-two size
+uniform float2 SourceRect; // size of the uv rectangle
+uniform float2 TargetDims; // size of the target surface
+uniform float2 QuadDims; // size of the screen quad
+
+uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
+uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
+
+uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation
+uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation
+
+uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
+uniform bool PrepareVector = false;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ float2 shadowUVOffset = ShadowUVOffset;
+ shadowUVOffset = xor(OrientationSwapXY, RotationSwapXY)
+ ? shadowUVOffset.yx
+ : shadowUVOffset.xy;
+
+ float2 ScreenCoordOffset = 0.0f;
+ ScreenCoordOffset += shadowUVOffset;
+
+ Output.ScreenCoord = Input.Position.xy;
+ Output.ScreenCoord += ScreenCoordOffset;
+
+ 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 += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float ScanlineAlpha = 1.0f;
+uniform float ScanlineScale = 1.0f;
+uniform float ScanlineBrightScale = 1.0f;
+uniform float ScanlineBrightOffset = 1.0f;
+uniform float ScanlineOffset = 1.0f;
+uniform float ScanlineHeight = 1.0f;
+
+uniform float CurvatureAmount = 1.0f;
+uniform float RoundCornerAmount = 0.0f;
+uniform float SmoothBorderAmount = 0.0f;
+uniform float VignettingAmount = 0.0f;
+uniform float ReflectionAmount = 0.0f;
+
+uniform float ShadowAlpha = 0.0f;
+uniform float2 ShadowCount = float2(6.0f, 6.0f);
+uniform float2 ShadowUV = float2(0.25f, 0.25f);
+
+uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
+uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
+
+float2 GetRatioCorrection()
+{
+ if (PrepareVector)
+ {
+ float ScreenRatio = ScreenDims.x / ScreenDims.y;
+ float QuadRatio = QuadDims.x / QuadDims.y;
+ float ScreenQuadRatio = QuadRatio / ScreenRatio;
+
+ return ScreenQuadRatio > 1.0f
+ ? float2(1.0, 1.0f / ScreenQuadRatio)
+ : float2(ScreenQuadRatio, 1.0);
+ }
+ else
+ {
+ return SourceRect;
+ }
+}
+
+float GetNoiseFactor(float n, float random)
+{
+ // smaller n become more noisy
+ return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
+}
+
+float GetVignetteFactor(float2 coord, float amount)
+{
+ float2 VignetteCoord = coord;
+
+ float VignetteLength = length(VignetteCoord);
+ float VignetteBlur = (amount * 0.75f) + 0.25;
+
+ // 0.5 full screen fitting circle
+ float VignetteRadius = 1.0f - (amount * 0.25f);
+ float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
+
+ return saturate(Vignette);
+}
+
+float GetSpotAddend(float2 coord, float amount)
+{
+ float2 RatioCorrection = GetRatioCorrection();
+
+ // normalized screen canvas ratio
+ float2 CanvasRatio = PrepareVector
+ ? float2(1.0f, QuadDims.y / QuadDims.x)
+ : 1.0f / float2(1.0f, SourceRect.y / SourceRect.x);
+
+ // upper right quadrant
+ float2 spotOffset = OrientationSwapXY
+ ? float2(0.25f, 0.25f)
+ : float2(-0.25f, 0.25f);
+
+ float2 SpotCoord = coord;
+ SpotCoord += spotOffset * RatioCorrection;
+ SpotCoord *= CanvasRatio;
+ SpotCoord /= RatioCorrection;
+
+ float SpotBlur = amount;
+
+ // 0.5 full screen fitting circle
+ float SpotRadius = amount * 0.75f;
+ float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
+
+ float SigmoidSpot = normalizedSigmoid(Spot, 0.75) * amount;
+
+ // increase strength by 100%
+ SigmoidSpot = SigmoidSpot * 2.0f;
+
+ return saturate(SigmoidSpot);
+}
+
+float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
+{
+ float2 RatioCorrection = GetRatioCorrection();
+
+ // reduce smooth amount down to radius amount
+ smoothAmount = min(smoothAmount, radiusAmount);
+
+ float2 CanvasDims = PrepareVector
+ ? ScreenDims
+ : SourceDims;
+
+ // hack: alignment correction
+ if (!PrepareVector)
+ {
+ float2 SourceArea = 1.0f / SourceRect;
+ float2 SourceTexelDims = 1.0f / CanvasDims;
+
+ coord -= SourceTexelDims * SourceArea * 0.75;
+ coord *= SourceTexelDims * SourceArea * 0.25 + 1.0f;
+ }
+
+ float range = min(CanvasDims.x, CanvasDims.y) * 0.5;
+ float radius = range * max(radiusAmount, 0.01f);
+ float smooth = 1.0 / (range * max(smoothAmount, 0.01f));
+
+ // compute box
+ float box = roundBox(CanvasDims * (coord * 2.0f), CanvasDims * RatioCorrection, radius);
+
+ // apply smooth
+ box *= smooth;
+ box += 1.0f - pow(smooth * 0.5f, 0.5f);
+
+ float border = smoothstep(1.0f, 0.0f, box);
+
+ return saturate(border);
+}
+
+// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
+float2 GetDistortedCoords(float2 centerCoord, float amount)
+{
+ amount *= 0.25f; // reduced amount
+
+ // lens distortion coefficient
+ float k = amount;
+
+ // cubic distortion value
+ float kcube = amount * 2.0f;
+
+ // compute cubic distortion factor
+ float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
+ float f = kcube == 0.0f
+ ? 1.0f + r2 * k
+ : 1.0f + r2 * (k + kcube * sqrt(r2));
+
+ // fit screen bounds
+ f /= 1.0f + amount * 0.5f;
+
+ // apply cubic distortion factor
+ centerCoord *= f;
+
+ return centerCoord;
+}
+
+float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount)
+{
+ float2 RatioCorrection = GetRatioCorrection();
+
+ // center coordinates
+ coord -= centerOffset;
+
+ // apply ratio difference between screen and quad
+ coord /= RatioCorrection;
+
+ // distort coordinates
+ coord = GetDistortedCoords(coord, distortionAmount);
+
+ // revert ratio difference between screen and quad
+ coord *= RatioCorrection;
+
+ // un-center coordinates
+ coord += centerOffset;
+
+ return coord;
+}
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float2 ScreenTexelDims = 1.0f / ScreenDims;
+ float2 SourceTexelDims = 1.0f / SourceDims;
+
+ float2 HalfSourceRect = PrepareVector
+ ? float2(0.5f, 0.5f)
+ : SourceRect * 0.5f;
+
+ float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
+ ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount);
+
+ float2 BaseCoord = Input.TexCoord;
+ BaseCoord = GetCoords(BaseCoord, HalfSourceRect, CurvatureAmount);
+
+ float2 BaseCoordCentered = BaseCoord;
+ BaseCoordCentered -= HalfSourceRect;
+
+ float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ BaseColor.a = 1.0f;
+
+ // Mask Simulation (may not affect bloom)
+ if (!PrepareBloom)
+ {
+ float2 shadowDims = ShadowDims;
+ shadowDims = xor(OrientationSwapXY, RotationSwapXY)
+ ? shadowDims.yx
+ : shadowDims.xy;
+
+ float2 shadowUV = ShadowUV;
+ // shadowUV = xor(OrientationSwapXY, RotationSwapXY)
+ // ? shadowUV.yx
+ // : shadowUV.xy;
+
+ float2 screenCoord = ScreenCoord;
+ screenCoord = xor(OrientationSwapXY, RotationSwapXY)
+ ? screenCoord.yx
+ : screenCoord.xy;
+
+ float2 shadowCount = ShadowCount;
+ shadowCount = xor(OrientationSwapXY, RotationSwapXY)
+ ? shadowCount.yx
+ : shadowCount.xy;
+
+ float2 shadowTile = (ScreenTexelDims * shadowCount);
+ shadowTile = xor(OrientationSwapXY, RotationSwapXY)
+ ? shadowTile.yx
+ : shadowTile.xy;
+
+ float2 ShadowFrac = frac(screenCoord / shadowTile);
+ float2 ShadowCoord = (ShadowFrac * shadowUV);
+ ShadowCoord += 0.5f / shadowDims; // half texel offset
+ // ShadowCoord = xor(OrientationSwapXY, RotationSwapXY)
+ // ? ShadowCoord.yx
+ // : ShadowCoord.xy;
+
+ float3 ShadowColor = tex2D(ShadowSampler, ShadowCoord).rgb;
+ ShadowColor = lerp(1.0f, ShadowColor, ShadowAlpha);
+
+ BaseColor.rgb *= ShadowColor;
+ }
+
+ // Color Compression (may not affect bloom)
+ if (!PrepareBloom)
+ {
+ // increasing the floor of the signal without affecting the ceiling
+ BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
+ }
+
+ // Color Power (may affect bloom)
+ BaseColor.r = pow(BaseColor.r, Power.r);
+ BaseColor.g = pow(BaseColor.g, Power.g);
+ BaseColor.b = pow(BaseColor.b, Power.b);
+
+ // Scanline Simulation (may not affect bloom)
+ if (!PrepareBloom)
+ {
+ // Scanline Simulation (disabled for vector)
+ if (!PrepareVector)
+ {
+ float InnerSine = BaseCoord.y * ScanlineScale * SourceDims.y;
+ float ScanJitter = ScanlineOffset * SourceDims.y;
+ float ScanBrightMod = sin(InnerSine * PI + ScanJitter);
+ float3 ScanColor = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f + ScanlineBrightOffset) * 0.5f, ScanlineAlpha);
+
+ BaseColor.rgb *= ScanColor;
+ }
+ }
+
+ // Output
+ float4 Output = PrepareVector
+ ? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f))
+ : BaseColor * Input.Color;
+ Output.a = 1.0f;
+
+ // Vignetting Simulation (may not affect bloom)
+ if (!PrepareBloom)
+ {
+ float2 VignetteCoord = BaseCoordCentered;
+
+ float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
+ Output.rgb *= VignetteFactor;
+ }
+
+ // Light Reflection Simulation (may not affect bloom)
+ if (!PrepareBloom)
+ {
+ float3 LightColor = float3(1.0f, 0.90f, 0.80f);
+
+ float2 SpotCoord = BaseCoordCentered;
+ float2 NoiseCoord = BaseCoordCentered;
+
+ float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
+ float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
+ Output.rgb += SpotAddend * NoiseFactor * LightColor;
+ }
+
+ // Round Corners Simulation (may affect bloom)
+ float2 RoundCornerCoord = BaseCoordCentered;
+
+ float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount);
+ Output.rgb *= roundCornerFactor;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Scanline & Shadowmask Effect
+//-----------------------------------------------------------------------------
+
+technique ScanMaskTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ //Sampler[0] = <DiffuseSampler>;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+} \ No newline at end of file
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index 17cb4b6a9e6..b864d72348f 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -87,7 +87,7 @@ float roundBox(float2 p, float2 b, float r)
//-----------------------------------------------------------------------------
uniform float2 ScreenDims; // size of the window or fullscreen
-uniform float2 TargetDims;
+uniform float2 TargetDims; // size of the target surface
uniform float2 QuadDims; // size of the screen quad
VS_OUTPUT vs_main(VS_INPUT Input)
diff --git a/hlsl/post.fx b/hlsl/post.fx
index 1a49ab55d4d..70b374179c4 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -56,6 +56,16 @@ struct PS_INPUT
float2 ScreenCoord : TEXCOORD1;
};
+//-----------------------------------------------------------------------------
+// Constants
+//-----------------------------------------------------------------------------
+
+static const float PI = 3.1415927f;
+
+//-----------------------------------------------------------------------------
+// Functions
+//-----------------------------------------------------------------------------
+
bool xor(bool a, bool b)
{
return (a || b) && !(a && b);
@@ -127,8 +137,6 @@ uniform float2 ShadowUV = float2(0.25f, 0.25f);
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
-static const float PI = 3.1415927f;
-
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenTexelDims = 1.0f / ScreenDims;