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-rw-r--r--hlsl/artwork_support/distortion.fx101
-rw-r--r--hlsl/artwork_support/post.fx535
-rw-r--r--hlsl/bloom.fx22
-rw-r--r--hlsl/deconverge.fx43
-rw-r--r--hlsl/distortion.fx52
-rw-r--r--hlsl/downsample.fx27
-rw-r--r--hlsl/focus.fx33
-rw-r--r--hlsl/ntsc.fx2
-rw-r--r--hlsl/phosphor.fx2
-rw-r--r--hlsl/post.fx110
-rw-r--r--hlsl/prescale.fx42
-rw-r--r--hlsl/primary.fx101
12 files changed, 265 insertions, 805 deletions
diff --git a/hlsl/artwork_support/distortion.fx b/hlsl/artwork_support/distortion.fx
deleted file mode 100644
index 333363afeb8..00000000000
--- a/hlsl/artwork_support/distortion.fx
+++ /dev/null
@@ -1,101 +0,0 @@
-// license:BSD-3-Clause
-// copyright-holders:ImJezze
-//-----------------------------------------------------------------------------
-// Distortion Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-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 DefaultTechnique
-{
- 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
deleted file mode 100644
index 9a3b693cd61..00000000000
--- a/hlsl/artwork_support/post.fx
+++ /dev/null
@@ -1,535 +0,0 @@
-// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz,ImJezze
-//-----------------------------------------------------------------------------
-// Scanline, Shadowmask & Distortion Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-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 PHI = 1.618034f;
-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
-//-----------------------------------------------------------------------------
-
-// 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 & Distortion 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 SwapXY = false;
-
-uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
-
-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 = SwapXY
- ? 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;
-}
-
-//-----------------------------------------------------------------------------
-// Scanline, Shadowmask & Distortion Pixel Shader
-//-----------------------------------------------------------------------------
-
-uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
-uniform float HumBarAlpha = 0.0f;
-
-uniform float TimeMilliseconds = 0.0f;
-
-uniform float2 ScreenScale = float2(1.0f, 1.0f);
-uniform float2 ScreenOffset = float2(0.0f, 0.0f);
-
-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 float3 BackColor = float3(0.0f, 0.0f, 0.0f);
-
-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 int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension
-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)
- : float2(1.0f, SwapXY
- ? QuadDims.x / QuadDims.y
- : QuadDims.y / QuadDims.x);
-
- // upper right quadrant
- float2 spotOffset = PrepareVector
- ? RotationType == 1 // 90°
- ? float2(-0.25f, -0.25f)
- : RotationType == 2 // 180°
- ? float2(0.25f, -0.25f)
- : RotationType == 3 // 270°
- ? float2(0.25f, 0.25f)
- : float2(-0.25f, 0.25f)
- : SwapXY
- ? 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 = amount * normalizedSigmoid(Spot, 0.75);
-
- // 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
- : SwapXY
- ? QuadDims.yx / SourceRect
- : QuadDims.xy / SourceRect;
-
- coord = PrepareVector
- ? coord
- : coord - 1.0f / SourceDims; // alignment correction (raster graphics)
-
- float range = min(QuadDims.x, QuadDims.y) * 0.5;
- float radius = range * max(radiusAmount, 0.0025f);
- float smooth = 1.0 / (range * max(smoothAmount, 0.0025f));
-
- // 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)
-{
- // 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;
-}
-
-float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount)
-{
- float2 RatioCorrection = GetRatioCorrection();
-
- // center coordinates
- coord -= centerOffset;
-
- // apply ratio difference between screen and quad
- coord /= RatioCorrection;
-
- // apply screen scale
- coord /= ScreenScale;
-
- // distort coordinates
- coord = GetDistortedCoords(coord, distortionAmount);
-
- // revert ratio difference between screen and quad
- coord *= RatioCorrection;
-
- // un-center coordinates
- coord += centerOffset;
-
- // apply screen offset
- coord += (centerOffset * 2.0) * ScreenOffset;
-
- return coord;
-}
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float2 ScreenTexelDims = 1.0f / ScreenDims;
- float2 SourceTexelDims = 1.0f / SourceDims;
-
- float2 HalfSourceRect = SourceRect * 0.5f;
-
- float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
- ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount * 0.25f); // reduced amount
-
- float2 DistortionCoord = Input.TexCoord;
- DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount
-
- float2 BaseCoord = Input.TexCoord;
- BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount
-
- float2 DistortionCoordCentered = DistortionCoord;
- DistortionCoordCentered -= HalfSourceRect;
-
- float2 BaseCoordCentered = BaseCoord;
- BaseCoordCentered -= HalfSourceRect;
-
- float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
- BaseColor.a = 1.0f;
-
- if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
- {
- BaseColor.rgb = 0.0f;
- }
-
- // Mask Simulation (may not affect bloom)
- if (!PrepareBloom && ShadowAlpha > 0.0f)
- {
- float2 shadowDims = ShadowDims;
- shadowDims = SwapXY
- ? shadowDims.yx
- : shadowDims.xy;
-
- float2 shadowUV = ShadowUV;
- // shadowUV = SwapXY
- // ? shadowUV.yx
- // : shadowUV.xy;
-
- float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord;
- screenCoord = SwapXY
- ? screenCoord.yx
- : screenCoord.xy;
-
- float2 shadowCount = ShadowCount;
- shadowCount = SwapXY
- ? shadowCount.yx
- : shadowCount.xy;
-
- float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount);
- shadowTile = SwapXY
- ? shadowTile.yx
- : shadowTile.xy;
-
- float2 ShadowFrac = frac(screenCoord / shadowTile);
- float2 ShadowCoord = (ShadowFrac * shadowUV);
- ShadowCoord += 0.5f / shadowDims; // half texel offset
- // ShadowCoord = SwapXY
- // ? ShadowCoord.yx
- // : ShadowCoord.xy;
-
- float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
- float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
- float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha;
-
- // apply shadow mask color
- BaseColor.rgb *= ShadowMaskColor;
- // clear shadow mask by background color
- BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
- }
-
- // 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 (may not affect vector screen)
- if (!PrepareVector && ScanlineAlpha > 0.0f)
- {
- float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
- float ScanCoordJitter = ScanlineOffset * PHI;
- float ScanSine = sin(ScanCoord + ScanCoordJitter);
- float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
- float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
-
- BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
- }
-
- // Hum Bar Simulation (may not affect vector screen)
- if (!PrepareVector && HumBarAlpha > 0.0f)
- {
- float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
- float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
- BaseColor.rgb *= HumBrightness;
- }
- }
-
- // 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 = DistortionCoordCentered;
-
- 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 = DistortionCoordCentered;
- float2 NoiseCoord = DistortionCoordCentered;
-
- float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
- float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
- Output.rgb += SpotAddend * NoiseFactor * LightColor;
- }
-
- // Round Corners Simulation (may affect bloom)
- float2 RoundCornerCoord = DistortionCoordCentered;
-
- float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount);
- Output.rgb *= roundCornerFactor;
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Effect
-//-----------------------------------------------------------------------------
-
-technique DefaultTechnique
-{
- 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/bloom.fx b/hlsl/bloom.fx
index 1ee152adfec..47cc04c47ed 100644
--- a/hlsl/bloom.fx
+++ b/hlsl/bloom.fx
@@ -202,8 +202,9 @@ float random(float2 seed)
uniform float2 ScreenDims;
uniform float2 TargetDims;
-uniform float2 SourceRect;
+uniform float2 SourceDims;
+// level dimensions not necessary anymore?
uniform float2 Level0Size;
uniform float4 Level12Size;
uniform float4 Level34Size;
@@ -211,6 +212,8 @@ uniform float4 Level56Size;
uniform float4 Level78Size;
uniform float4 Level9ASize;
+uniform bool VectorScreen = false;
+
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -226,12 +229,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
- Output.TexCoord0 = TexCoord;
- Output.TexCoord12 = TexCoord.xyxy + (0.5f / Level12Size);
- Output.TexCoord34 = TexCoord.xyxy + (0.5f / Level34Size);
- Output.TexCoord56 = TexCoord.xyxy + (0.5f / Level56Size);
- Output.TexCoord78 = TexCoord.xyxy + (0.5f / Level78Size);
- Output.TexCoord9A = TexCoord.xyxy + (0.5f / Level9ASize);
+ Output.TexCoord0 = TexCoord.xy; // + (0.5f / Level0Size);
+
+ TexCoord += VectorScreen
+ ? 0.5f / TargetDims.xy
+ : 0.5f / SourceDims.xy;
+
+ Output.TexCoord12 = TexCoord.xyxy; // + (0.5f / Level12Size);
+ Output.TexCoord34 = TexCoord.xyxy; // + (0.5f / Level34Size);
+ Output.TexCoord56 = TexCoord.xyxy; // + (0.5f / Level56Size);
+ Output.TexCoord78 = TexCoord.xyxy; // + (0.5f / Level78Size);
+ Output.TexCoord9A = TexCoord.xyxy; // + (0.5f / Level9ASize);
return Output;
}
diff --git a/hlsl/deconverge.fx b/hlsl/deconverge.fx
index 3c1cbeeeb1f..df5bc2e6b49 100644
--- a/hlsl/deconverge.fx
+++ b/hlsl/deconverge.fx
@@ -68,48 +68,47 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 HalfSourceRect = SourceRect * 0.5f;
-
- float2 QuadRatio =
- float2(1.0f, SwapXY
- ? QuadDims.y / QuadDims.x
- : QuadDims.x / QuadDims.y);
-
- // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
- float2 FixedTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio;
-
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; // toom
- float2 TexCoord = Input.TexCoord;
+ float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
-
- Output.Color = Input.Color;
+
+ // we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
+ float3 convergeX = SwapXY ? ConvergeY : ConvergeX;
+ float3 convergeY = SwapXY ? ConvergeX : ConvergeY;
+ float3 radialConvergeX = SwapXY ? RadialConvergeY : RadialConvergeX;
+ float3 radialConvergeY = SwapXY ? RadialConvergeX : RadialConvergeY;
+
+ // imaginary texel dimensions independed from screen dimension, but ratio
+ float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
Output.TexCoordX = TexCoord.xxx;
Output.TexCoordY = TexCoord.yyy;
// center coordinates
- Output.TexCoordX -= HalfSourceRect.xxx;
- Output.TexCoordY -= HalfSourceRect.yyy;
+ Output.TexCoordX -= 0.5f * SourceRect.xxx;
+ Output.TexCoordY -= 0.5f * SourceRect.yyy;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
float2 radialConvergeOffset = 2.0f / SourceRect;
// radial converge
- Output.TexCoordX *= 1.0f + RadialConvergeX * FixedTexelDims.xxx * radialConvergeOffset.xxx;
- Output.TexCoordY *= 1.0f + RadialConvergeY * FixedTexelDims.yyy * radialConvergeOffset.yyy;
-
+ Output.TexCoordX *= 1.0f + radialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
+ Output.TexCoordY *= 1.0f + radialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
+
// un-center coordinates
- Output.TexCoordX += HalfSourceRect.xxx;
- Output.TexCoordY += HalfSourceRect.yyy;
+ Output.TexCoordX += 0.5f * SourceRect.xxx;
+ Output.TexCoordY += 0.5f * SourceRect.yyy;
// linear converge
- Output.TexCoordX += ConvergeX * FixedTexelDims.xxx;
- Output.TexCoordY += ConvergeY * FixedTexelDims.yyy;
+ Output.TexCoordX += convergeX * TexelDims.xxx;
+ Output.TexCoordY += convergeY * TexelDims.yyy;
+
+ Output.Color = Input.Color;
return Output;
}
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index 63d35789393..6fd27a99795 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -119,7 +119,7 @@ uniform float ReflectionAmount = 0.0f;
uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
-float2 GetRatioCorrection()
+float2 GetScreenQuadRatio()
{
float ScreenRatio = ScreenDims.x / ScreenDims.y;
float QuadRatio = QuadDims.x / QuadDims.y;
@@ -130,6 +130,15 @@ float2 GetRatioCorrection()
: float2(ScreenQuadRatio, 1.0);
}
+float2 GetQuadRatio()
+{
+ float QuadRatio = QuadDims.x / QuadDims.y;
+
+ return QuadRatio > 1.0f
+ ? float2 (1.0f, 1.0f / QuadRatio)
+ : float2 (QuadRatio, 1.0f);
+}
+
float GetNoiseFactor(float3 n, float random)
{
// smaller n become more noisy
@@ -138,7 +147,7 @@ float GetNoiseFactor(float3 n, float random)
float GetVignetteFactor(float2 coord, float amount)
{
- float2 VignetteCoord = coord;
+ float2 VignetteCoord = coord / (QuadDims / ScreenDims);
float VignetteLength = length(VignetteCoord);
float VignetteBlur = (amount * 0.75f) + 0.25;
@@ -152,10 +161,7 @@ float GetVignetteFactor(float2 coord, float amount)
float GetSpotAddend(float2 coord, float amount)
{
- float2 RatioCorrection = GetRatioCorrection();
-
- // normalized screen quad ratio
- float2 QuadRatio = float2 (1.0f, QuadDims.y / QuadDims.x);
+ float2 QuadRatio = GetQuadRatio();
// upper right quadrant
float2 spotOffset =
@@ -167,10 +173,9 @@ float GetSpotAddend(float2 coord, float amount)
? float2(0.25f, 0.25f)
: float2(-0.25f, 0.25f);
- float2 SpotCoord = coord;
- SpotCoord += spotOffset * RatioCorrection;
+ float2 SpotCoord = coord / (QuadDims / ScreenDims);
+ SpotCoord += spotOffset * QuadRatio;
SpotCoord *= QuadRatio;
- SpotCoord /= RatioCorrection;
float SpotBlur = amount;
@@ -188,7 +193,7 @@ float GetSpotAddend(float2 coord, float amount)
float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
{
- float2 RatioCorrection = GetRatioCorrection();
+ float2 ScreenQuadRatio = GetScreenQuadRatio();
// reduce smooth amount down to radius amount
smoothAmount = min(smoothAmount, radiusAmount);
@@ -198,7 +203,7 @@ float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
float smooth = 1.0 / (range * max(smoothAmount, 0.0025f));
// compute box
- float box = roundBox(ScreenDims * (coord * 2.0f), ScreenDims * RatioCorrection, radius);
+ float box = roundBox(ScreenDims * (coord * 2.0f), ScreenDims * ScreenQuadRatio, radius);
// apply smooth
box *= smooth;
@@ -235,19 +240,19 @@ float2 GetDistortedCoords(float2 centerCoord, float amount)
float2 GetCoords(float2 coord, float distortionAmount)
{
- float2 RatioCorrection = GetRatioCorrection();
+ float2 ScreenQuadRatio = GetScreenQuadRatio();
// center coordinates
coord -= 0.5f;
// apply ratio difference between screen and quad
- coord /= RatioCorrection;
+ coord /= ScreenQuadRatio;
// distort coordinates
coord = GetDistortedCoords(coord, distortionAmount);
// revert ratio difference between screen and quad
- coord *= RatioCorrection;
+ coord *= ScreenQuadRatio;
// un-center coordinates
coord += 0.5f;
@@ -257,21 +262,18 @@ float2 GetCoords(float2 coord, float distortionAmount)
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 TexCoord = Input.TexCoord;
- float2 BaseCoord = TexCoord;
-
// Screen Curvature
- BaseCoord = GetCoords(BaseCoord, CurvatureAmount * 0.25f); // reduced amount
+ float2 TexCoord = GetCoords(Input.TexCoord, CurvatureAmount * 0.25f); // reduced amount
- float2 BaseCoordCentered = BaseCoord;
- BaseCoordCentered -= 0.5f;
+ float2 TexCoordCentered = TexCoord;
+ TexCoordCentered -= 0.5f;
// Color
- float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
BaseColor.a = 1.0f;
// Vignetting Simulation
- float2 VignetteCoord = BaseCoordCentered;
+ float2 VignetteCoord = TexCoordCentered;
float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
BaseColor.rgb *= VignetteFactor;
@@ -279,15 +281,15 @@ float4 ps_main(PS_INPUT Input) : COLOR
// Light Reflection Simulation
float3 LightColor = float3(1.0f, 0.90f, 0.80f); // color temperature 5.000 Kelvin
- float2 SpotCoord = BaseCoordCentered;
- float2 NoiseCoord = BaseCoordCentered;
+ float2 SpotCoord = TexCoordCentered;
+ float2 NoiseCoord = TexCoordCentered;
float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
BaseColor.rgb += SpotAddend * NoiseFactor * LightColor;
// Round Corners Simulation
- float2 RoundCornerCoord = BaseCoordCentered;
+ float2 RoundCornerCoord = TexCoordCentered;
float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount);
BaseColor.rgb *= roundCornerFactor;
diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx
index 122172350f9..fad2ef8341f 100644
--- a/hlsl/downsample.fx
+++ b/hlsl/downsample.fx
@@ -53,15 +53,24 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetDims;
+uniform float2 SourceDims;
uniform float2 SourceRect;
+uniform float2 QuadDims;
-uniform bool PrepareVector;
+uniform int BloomLevel;
+
+uniform bool VectorScreen;
+
+static const float2 Coord0Offset = float2(-0.5f, -0.5f);
+static const float2 Coord1Offset = float2( 0.5f, -0.5f);
+static const float2 Coord2Offset = float2(-0.5f, 0.5f);
+static const float2 Coord3Offset = float2( 0.5f, 0.5f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 TargetTexelDims = 1.0f / TargetDims;
+ float2 HalfTargetTexelDims = 0.5f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
@@ -72,14 +81,12 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
- TexCoord += PrepareVector
- ? 0.5f / TargetDims // half texel offset correction (DX9) - only for vector grpahics
- : 0.0f;
-
- Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims;
- Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims;
- Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims;
- Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims;
+ TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
+ Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
+ Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
+ Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
return Output;
}
diff --git a/hlsl/focus.fx b/hlsl/focus.fx
index c5e5262fedd..1e2e668911b 100644
--- a/hlsl/focus.fx
+++ b/hlsl/focus.fx
@@ -51,7 +51,6 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetDims;
-uniform float2 SourceRect;
uniform float2 QuadDims;
VS_OUTPUT vs_main(VS_INPUT Input)
@@ -64,7 +63,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- float2 TexCoord = Input.TexCoord;
+ float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
@@ -78,30 +77,28 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Defocus Pixel Shader
//-----------------------------------------------------------------------------
-float2 Coord1Offset = float2( 0.75f, 0.50f);
-float2 Coord2Offset = float2( 0.25f, 1.00f);
-float2 Coord3Offset = float2(-0.50f, 0.75f);
-float2 Coord4Offset = float2(-1.00f, 0.25f);
-float2 Coord5Offset = float2(-0.75f, -0.50f);
-float2 Coord6Offset = float2(-0.25f, -1.00f);
-float2 Coord7Offset = float2( 0.50f, -0.75f);
-float2 Coord8Offset = float2( 1.00f, -0.25f);
-
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
+static const float2 Coord1Offset = float2( 0.75f, 0.50f);
+static const float2 Coord2Offset = float2( 0.25f, 1.00f);
+static const float2 Coord3Offset = float2(-0.50f, 0.75f);
+static const float2 Coord4Offset = float2(-1.00f, 0.25f);
+static const float2 Coord5Offset = float2(-0.75f, -0.50f);
+static const float2 Coord6Offset = float2(-0.25f, -1.00f);
+static const float2 Coord7Offset = float2( 0.50f, -0.75f);
+static const float2 Coord8Offset = float2( 1.00f, -0.25f);
+
float4 ps_main(PS_INPUT Input) : COLOR
{
- float2 QuadRatio =
- float2(1.0f, SwapXY
- ? QuadDims.y / QuadDims.x
- : QuadDims.x / QuadDims.y);
+ // we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
+ float2 defocus = SwapXY ? Defocus.yx : Defocus.xy;
- // imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
- float2 TexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio;
+ // imaginary texel dimensions independed from screen dimension, but ratio
+ float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
- float2 DefocusTexelDims = Defocus * TexelDims;
+ float2 DefocusTexelDims = defocus * TexelDims;
float4 d = tex2D(DiffuseSampler, Input.TexCoord);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
diff --git a/hlsl/ntsc.fx b/hlsl/ntsc.fx
index 107be16af16..94460ea6be0 100644
--- a/hlsl/ntsc.fx
+++ b/hlsl/ntsc.fx
@@ -44,7 +44,7 @@ struct PS_INPUT
};
//-----------------------------------------------------------------------------
-// YIQ Decode Vertex Shader
+// YIQ Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx
index 7d665b44749..97defea0205 100644
--- a/hlsl/phosphor.fx
+++ b/hlsl/phosphor.fx
@@ -79,7 +79,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- Output.TexCoord = Input.TexCoord;
+ Output.TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;
diff --git a/hlsl/post.fx b/hlsl/post.fx
index deec349e2fc..01d83d435ff 100644
--- a/hlsl/post.fx
+++ b/hlsl/post.fx
@@ -49,15 +49,17 @@ struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ScreenCoord : TEXCOORD1;
+ float2 SourceCoord : TEXCOORD0;
+ float2 TexCoord : TEXCOORD1;
+ float2 ScreenCoord : TEXCOORD2;
};
struct PS_INPUT
{
float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ScreenCoord : TEXCOORD1;
+ float2 SourceCoord : TEXCOORD0;
+ float2 TexCoord : TEXCOORD1;
+ float2 ScreenCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
@@ -82,33 +84,27 @@ uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
-uniform bool PrepareVector = false;
+uniform bool VectorScreen = false;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
- float2 shadowUVOffset = ShadowUVOffset;
- shadowUVOffset = SwapXY
- ? 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.TexCoord = Input.Position.xy / ScreenDims;
+
+ Output.TexCoord += PrepareBloom
+ ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
+ : 0.5f / TargetDims; // fix half texel offset correction (DX9)
+
+ Output.SourceCoord = Input.TexCoord;
+
+ Output.ScreenCoord = Input.Position.xy / ScreenDims;
Output.Color = Input.Color;
@@ -119,7 +115,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Scanline & Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
-uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
+uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
uniform float HumBarAlpha = 0.0f;
uniform float TimeMilliseconds = 0.0f;
@@ -165,36 +161,40 @@ float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenTexelDims = 1.0f / ScreenDims;
float2 SourceTexelDims = 1.0f / SourceDims;
- float2 SourceRes = SourceDims * SourceRect;
- float2 HalfSourceRect = SourceRect * 0.5f;
-
- float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
- float2 BaseCoord = GetAdjustedCoords(Input.TexCoord, HalfSourceRect);
+ float2 ScreenCoord = Input.ScreenCoord;
+ float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f);
+ float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f * SourceRect);
// Color
- float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
+ float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
BaseColor.a = 1.0f;
- if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
+ // keep border
+ if (!PrepareBloom)
{
- BaseColor.rgb = 0.0f;
+ // clip border
+ clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
}
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0f)
{
+ float2 shadowUVOffset = ShadowUVOffset;
+ shadowUVOffset = SwapXY
+ ? ShadowUVOffset.yx
+ : ShadowUVOffset.xy;
+
float2 shadowDims = ShadowDims;
shadowDims = SwapXY
? shadowDims.yx
: shadowDims.xy;
float2 shadowUV = ShadowUV;
- // shadowUV = SwapXY
- // ? shadowUV.yx
- // : shadowUV.xy;
- float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord;
+ float2 screenCoord = ShadowTileMode == 0
+ ? ScreenCoord + shadowUVOffset / ScreenDims
+ : SourceCoord + shadowUVOffset / SourceDims;
screenCoord = SwapXY
? screenCoord.yx
: screenCoord.xy;
@@ -204,17 +204,17 @@ float4 ps_main(PS_INPUT Input) : COLOR
? shadowCount.yx
: shadowCount.xy;
- float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount);
+ float2 shadowTile = ShadowTileMode == 0
+ ? ScreenTexelDims * shadowCount
+ : SourceTexelDims * shadowCount;
shadowTile = SwapXY
? shadowTile.yx
: shadowTile.xy;
float2 ShadowFrac = frac(screenCoord / shadowTile);
+
float2 ShadowCoord = (ShadowFrac * shadowUV);
ShadowCoord += 0.5f / shadowDims; // half texel offset
- // ShadowCoord = SwapXY
- // ? ShadowCoord.yx
- // : ShadowCoord.xy;
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
@@ -242,33 +242,33 @@ float4 ps_main(PS_INPUT Input) : COLOR
if (!PrepareBloom)
{
// Scanline Simulation (may not affect vector screen)
- if (!PrepareVector && ScanlineAlpha > 0.0f)
+ if (!VectorScreen && ScanlineAlpha > 0.0f)
{
- float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
- float ScanCoordJitter = ScanlineOffset * PHI;
- float ScanSine = sin(ScanCoord + ScanCoordJitter);
- float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
- float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
+ float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
+ float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
- BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
+ float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
+
+ float ScanlineCoord = SourceCoord.y * SourceDims.y * ScanlineScale * PI;
+ float ScanlineCoordJitter = ScanlineOffset * PHI;
+ float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
+ float ScanlineWide = ScanlineHeight + 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 (!PrepareVector && HumBarAlpha > 0.0f)
+ if (!VectorScreen && HumBarAlpha > 0.0f)
{
- float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
- float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
- BaseColor.rgb *= HumBrightness;
+ float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
+ float HumBarBrightness = 1.0 - frac(SourceCoord.y / SourceRect.y + HumBarStep) * HumBarAlpha;
+ BaseColor.rgb *= HumBarBrightness;
}
}
- // Output
- float4 Output = PrepareVector
- ? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f))
- : BaseColor * Input.Color;
- Output.a = 1.0f;
-
- return Output;
+ return BaseColor;
}
//-----------------------------------------------------------------------------
diff --git a/hlsl/prescale.fx b/hlsl/prescale.fx
index 846c02577ce..419254acd07 100644
--- a/hlsl/prescale.fx
+++ b/hlsl/prescale.fx
@@ -1,7 +1,11 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz
+// copyright-holders:Ryan Holtz,Themaister,ImJezze
//-----------------------------------------------------------------------------
-// Prescale Effect
+// Pre-scale Effect
+//
+// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
+//
+// https://github.com/libretro/common-shaders/blob/master/retro/shaders/sharp-bilinear.cg
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
@@ -13,9 +17,9 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- MipFilter = NONE;
- MinFilter = NONE;
- MagFilter = NONE;
+ MipFilter = LINEAR;
+ MinFilter = LINEAR;
+ MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
@@ -45,39 +49,53 @@ struct PS_INPUT
};
//-----------------------------------------------------------------------------
-// Prescale Vertex Shader
+// Pre-scale Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
+uniform float2 SourceDims;
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.TexCoord += 0.5f / targetDims; // half texel offset correction (DX9)
return Output;
}
//-----------------------------------------------------------------------------
-// Prescale Pixel Shader
+// Pre-scale Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
- return tex2D(DiffuseSampler, Input.TexCoord);
+ float2 Scale = TargetDims / SourceDims;
+
+ float2 TexelDims = Input.TexCoord * SourceDims;
+ float2 i = floor(TexelDims);
+ float2 s = frac(TexelDims);
+
+ // Figure out where in the texel to sample to get the correct pre-scaled bilinear.
+ float2 CenterDistance = s - 0.5f;
+ float2 RegionRange = 0.5f - 0.5f / Scale;
+ float2 f = (CenterDistance - clamp(CenterDistance, -RegionRange, RegionRange)) * Scale + 0.5f;
+
+ float2 TexCoord = (i + f) / SourceDims;
+
+ return tex2D(DiffuseSampler, TexCoord);
}
//-----------------------------------------------------------------------------
-// Prescale Technique
+// Pre-scale Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
diff --git a/hlsl/primary.fx b/hlsl/primary.fx
index f0a1c1da0e7..2086132a0e7 100644
--- a/hlsl/primary.fx
+++ b/hlsl/primary.fx
@@ -46,19 +46,36 @@ struct PS_INPUT
};
//-----------------------------------------------------------------------------
-// Primary Vertex Shader
+// Primary Vertex Shaders
//-----------------------------------------------------------------------------
static const float Epsilon = 1.0e-7f;
uniform float2 ScreenDims;
uniform float2 TargetDims;
+uniform float2 QuadDims;
-uniform bool PostPass;
+uniform bool VectorScreen;
-uniform float Brighten;
+VS_OUTPUT vs_screen_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.Position.xy / ScreenDims;
+ Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
-VS_OUTPUT vs_main(VS_INPUT Input)
+VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
@@ -68,14 +85,25 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
- float2 targetDims = TargetDims + Epsilon; // bug: with exact target dimensions the font disappears
+ Output.TexCoord = Input.Position.xy / ScreenDims;
+ Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
+
+ Output.Color = Input.Color;
+
+ return Output;
+}
+
+VS_OUTPUT vs_ui_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 = PostPass
- ? Input.Position.xy / ScreenDims
- : Input.TexCoord;
- Output.TexCoord += PostPass
- ? 0.5f / targetDims // half texel offset correction (DX9)
- : 0.0f;
+ Output.TexCoord = Input.TexCoord;
Output.Color = Input.Color;
@@ -83,28 +111,65 @@ VS_OUTPUT vs_main(VS_INPUT Input)
}
//-----------------------------------------------------------------------------
-// Primary Pixel Shader
+// Primary Pixel Shaders
//-----------------------------------------------------------------------------
-float4 ps_main(PS_INPUT Input) : COLOR
+float4 ps_screen_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
- BaseTexel *= Input.Color + float4(Brighten, Brighten, Brighten, 0.0f);
+
+ return BaseTexel;
+}
+
+float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
+{
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+ BaseTexel *= Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f);
+
+ return BaseTexel;
+}
+
+float4 ps_ui_main(PS_INPUT Input) : COLOR
+{
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+ BaseTexel *= Input.Color;
return BaseTexel;
}
//-----------------------------------------------------------------------------
-// Primary Technique
+// Primary Techniques
//-----------------------------------------------------------------------------
-technique DefaultTechnique
+technique ScreenTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_2_0 vs_screen_main();
+ PixelShader = compile ps_2_0 ps_screen_main();
+ }
+}
+
+technique VectorBufferTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_2_0 vs_vector_buffer_main();
+ PixelShader = compile ps_2_0 ps_vector_buffer_main();
+ }
+}
+
+technique UiTechnique
{
pass Pass0
{
Lighting = FALSE;
- VertexShader = compile vs_2_0 vs_main();
- PixelShader = compile ps_2_0 ps_main();
+ VertexShader = compile vs_2_0 vs_ui_main();
+ PixelShader = compile ps_2_0 ps_ui_main();
}
}