diff options
Diffstat (limited to 'trunk/hlsl/post.fx')
-rw-r--r-- | trunk/hlsl/post.fx | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/trunk/hlsl/post.fx b/trunk/hlsl/post.fx new file mode 100644 index 00000000000..94c039219e6 --- /dev/null +++ b/trunk/hlsl/post.fx @@ -0,0 +1,202 @@ +//----------------------------------------------------------------------------- +// Scanline & Shadowmask Effect +//----------------------------------------------------------------------------- + +texture Diffuse; + +sampler DiffuseSampler = sampler_state +{ + Texture = <Diffuse>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +texture Shadow; + +sampler ShadowSampler = sampler_state +{ + Texture = <Shadow>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = WRAP; + AddressV = WRAP; + AddressW = WRAP; +}; + +//----------------------------------------------------------------------------- +// Vertex Definitions +//----------------------------------------------------------------------------- + +struct VS_OUTPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct VS_INPUT +{ + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Scanline & Shadowmask Vertex Shader +//----------------------------------------------------------------------------- + +uniform float TargetWidth; +uniform float TargetHeight; + +uniform float RawWidth; +uniform float RawHeight; + +uniform float WidthRatio; +uniform float HeightRatio; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.x /= TargetWidth; + Output.Position.y /= TargetHeight; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.x -= 0.5f; + Output.Position.y -= 0.5f; + Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); + Output.Color = Input.Color; + Output.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight); + + //float Zoom = 32.0f; + //Output.TexCoord /= Zoom; + //Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio); + return Output; +} + +//----------------------------------------------------------------------------- +// Post-Processing Pixel Shader +//----------------------------------------------------------------------------- + +uniform float PI = 3.14159265f; + +uniform float PincushionAmount = 0.00f; +uniform float CurvatureAmount = 0.08f; + +uniform float ScanlineAmount = 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 = 0.5f; + +uniform float UseShadow = 0.0f; +uniform float ShadowBrightness = 1.0f; +uniform float ShadowPixelSizeX = 3.0f; +uniform float ShadowPixelSizeY = 3.0f; +uniform float ShadowMaskSizeX = 3.0f; +uniform float ShadowMaskSizeY = 3.0f; +uniform float ShadowU = 0.375f; +uniform float ShadowV = 0.375f; +uniform float ShadowWidth = 8.0f; +uniform float ShadowHeight = 8.0f; + +uniform float3 Power = float3(1.0f, 1.0f, 1.0f); +uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float2 Ratios = float2(WidthRatio, HeightRatio); + + // -- Screen Pincushion Calculation -- + float2 PinViewpointOffset = float2(0.0f, 0.0f); + float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f; + float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f); + float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2; + float2 BaseCoord = Input.TexCoord; + float2 ScanCoord = BaseCoord - 0.5f / float2(TargetWidth, TargetHeight); + + BaseCoord -= 0.5f / Ratios; + BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant + BaseCoord += 0.5f / Ratios; + BaseCoord += PincushionCurve; + + ScanCoord -= 0.5f / Ratios; + ScanCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant + ScanCoord += 0.5f / Ratios; + ScanCoord += PincushionCurve; + + float2 CurveClipUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f; + float CurvatureClipR2 = pow(length(CurveClipUnitCoord),2.0f) / pow(length(Ratios), 2.0f); + float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2; + float2 ScreenClipCoord = Input.TexCoord; + ScreenClipCoord -= 0.5f / Ratios; + ScreenClipCoord *= 1.0f - CurvatureAmount * Ratios * 0.2f; // Warning: Magic constant + ScreenClipCoord += 0.5f / Ratios; + ScreenClipCoord += CurvatureClipCurve; + + // RGB Pincushion Calculation + float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; + float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; + + float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); + + // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- + clip((BaseCoord.x < 1.0f / RawWidth) ? -1 : 1); + clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1); + clip((BaseCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth)) ? -1 : 1); + clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1); + + // -- Scanline Simulation -- + float InnerSine = ScanCoord.y * RawHeight * ScanlineScale; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight); + float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount); + float3 Scanned = BaseTexel.rgb * ScanBrightness; + + // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- + Scanned = Floor + (1.0f - Floor) * Scanned; + + float2 ShadowDims = float2(ShadowWidth, ShadowHeight); + float2 ShadowUV = float2(ShadowU, ShadowV); + float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY); + float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize); + float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight); + float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow); + + // -- Final Pixel -- + float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color; + + Output.r = pow(Output.r, Power.r); + Output.g = pow(Output.g, Power.g); + Output.b = pow(Output.b, Power.b); + + 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(); + } +} |