diff options
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/ghosting.fx | 159 | ||||
-rw-r--r-- | hlsl/phosphor.fx | 52 |
2 files changed, 200 insertions, 11 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 d78473a2c6e..e7f585a1f2f 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 //----------------------------------------------------------------------------- @@ -13,6 +13,7 @@ texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; + SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -26,6 +27,7 @@ texture LastPass; sampler PreviousSampler = sampler_state { Texture = <LastPass>; + SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; @@ -93,24 +95,51 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Phosphor Pixel Shader //----------------------------------------------------------------------------- -uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f); +uniform int Mode = 0; uniform float DeltaTime = 0.0f; -static const float F = 30.0f; +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; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; + float r = PrevPix.r; + float g = PrevPix.g; + float b = PrevPix.b; + + if (Mode == 0) { + r = 0; + g = 0; + b = 0; + } + else if (Mode == 1) { + float3 tau = TimeConstant * TAU_FACTOR; - PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime); - PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime); - PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime); - float RedMax = max(CurrPix.r, PrevPix.r); - float GreenMax = max(CurrPix.g, PrevPix.g); - float BlueMax = max(CurrPix.b, PrevPix.b); + 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 * GAMMA_INV_FACTOR); + + if (r != 0.0f) + 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); + if (b != 0.0f) + b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), + -Beta.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); } //----------------------------------------------------------------------------- @@ -121,6 +150,7 @@ technique DefaultTechnique { pass Pass0 { + SRGBWriteEnable = TRUE; Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); |