diff options
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/ghosting.fx | 159 | ||||
-rw-r--r-- | hlsl/phosphor.fx | 46 |
2 files changed, 180 insertions, 25 deletions
diff --git a/hlsl/ghosting.fx b/hlsl/ghosting.fx new file mode 100644 index 00000000000..f09bab41fba --- /dev/null +++ b/hlsl/ghosting.fx @@ -0,0 +1,159 @@ +// license:BSD-3-Clause +// copyright-holders:Ryan Holtz, Westley M. Martinez +//----------------------------------------------------------------------------- +// Ghosting Effect +//----------------------------------------------------------------------------- + +//----------------------------------------------------------------------------- +// Sampler Definitions +//----------------------------------------------------------------------------- + +texture Diffuse; + +sampler DiffuseSampler = sampler_state +{ + Texture = <Diffuse>; + SRGBTexture = TRUE; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +texture LastPass; + +sampler PreviousSampler = sampler_state +{ + Texture = <LastPass>; + SRGBTexture = TRUE; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +//----------------------------------------------------------------------------- +// Vertex Definitions +//----------------------------------------------------------------------------- + +struct VS_OUTPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 PrevCoord : TEXCOORD1; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 PrevCoord : TEXCOORD1; +}; + +//----------------------------------------------------------------------------- +// Phosphor Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 ScreenDims; +uniform float2 TargetDims; + +uniform bool Passthrough; + +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; // half texel offset correction (DX9) + + Output.PrevCoord = Output.TexCoord; + + Output.Color = Input.Color; + + return Output; +} + +//----------------------------------------------------------------------------- +// Phosphor Pixel Shader +//----------------------------------------------------------------------------- + +uniform float DeltaTime = 0.0f; +uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f }; +uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f }; +static const float TAU_FACTOR = 0.159154943; + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); + float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; + float3 tau = { 0.0f, 0.0f, 0.0f }; + float r = PrevPix.r; + float g = PrevPix.g; + float b = PrevPix.b; + + if (CurrPix.r > r) { + tau.r = LCDRise.r * TAU_FACTOR; + r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) * + (1 - exp(-DeltaTime / tau.r)) + r; + } + else { + tau.r = LCDFall.r * TAU_FACTOR; + r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) * + exp(-DeltaTime / tau.r) + CurrPix.r; + } + if (CurrPix.g > g) { + tau.g = LCDRise.g * TAU_FACTOR; + g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) * + (1 - exp(-DeltaTime / tau.g)) + g; + } + else { + tau.g = LCDFall.g * TAU_FACTOR; + g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) * + exp(-DeltaTime / tau.g) + CurrPix.g; + } + if (CurrPix.b > b) { + tau.b = LCDRise.b * TAU_FACTOR; + b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) * + (1 - exp(-DeltaTime / tau.b)) + b; + } + else { + tau.b = LCDFall.b * TAU_FACTOR; + b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) * + exp(-DeltaTime / tau.b) + CurrPix.b; + } + return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a); +} + +//----------------------------------------------------------------------------- +// Phosphor Technique +//----------------------------------------------------------------------------- + +technique DefaultTechnique +{ + pass Pass0 + { + SRGBWriteEnable = TRUE; + Lighting = FALSE; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 579a110eb6d..2505b27e17f 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -1,5 +1,5 @@ // license:BSD-3-Clause -// copyright-holders:Ryan Holtz +// copyright-holders:Ryan Holtz, Westley M. Martinez //----------------------------------------------------------------------------- // Phosphor Effect //----------------------------------------------------------------------------- @@ -95,12 +95,14 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Phosphor Pixel Shader //----------------------------------------------------------------------------- -uniform bool LCD = false; uniform int Mode = 0; uniform float DeltaTime = 0.0f; -uniform float LCDTau = 0.0f; uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f }; uniform float3 Beta = { 0.0f, 0.0f, 0.0f }; +static const float TAU_FACTOR = 0.4342944819; +static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100; +// sRGB half-step for small intensities +float THRESHOLD = 0.5f / 255.0f / 12.92f; float4 ps_main(PS_INPUT Input) : COLOR { @@ -110,47 +112,41 @@ float4 ps_main(PS_INPUT Input) : COLOR float g = PrevPix.g; float b = PrevPix.b; - if (LCD) { - r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); - g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); - b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); - } - else if (Mode == 0) { + if (Mode == 0) { r = 0; g = 0; b = 0; } else if (Mode == 1) { - float3 tau = TimeConstant * 0.4342944819; + float3 tau = TimeConstant * TAU_FACTOR; r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r); g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g); b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b); } else { - float3 gamma = 1 / (TimeConstant * 0.004342944819); + float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR); if (r != 0.0f) - r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r); + r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), + -Beta.r); if (g != 0.0f) - g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), -Beta.g); + g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), + -Beta.g); if (b != 0.0f) - b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), -Beta.b); + b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), + -Beta.b); } // Prevent burn-in if (DeltaTime > 0.0f) { - float threshold = 0.5f / 255.0f / 12.92; // Half-color increment - r = max(0.0f, r - threshold); - g = max(0.0f, g - threshold); - b = max(0.0f, b - threshold); + r = max(0.0f, r - THRESHOLD); + g = max(0.0f, g - THRESHOLD); + b = max(0.0f, b - THRESHOLD); } - - float RedMax = max(CurrPix.r, r); - float GreenMax = max(CurrPix.g, g); - float BlueMax = max(CurrPix.b, b); - - return Passthrough ? - CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a); + r = max(CurrPix.r, r); + g = max(CurrPix.g, g); + b = max(CurrPix.b, b); + return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a); } //----------------------------------------------------------------------------- |