summaryrefslogtreecommitdiffstatshomepage
path: root/hlsl
diff options
context:
space:
mode:
Diffstat (limited to 'hlsl')
-rw-r--r--hlsl/ghosting.fx159
-rw-r--r--hlsl/phosphor.fx52
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();