summaryrefslogtreecommitdiffstatshomepage
path: root/trunk/hlsl/post.fx
diff options
context:
space:
mode:
Diffstat (limited to 'trunk/hlsl/post.fx')
-rw-r--r--trunk/hlsl/post.fx202
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();
+ }
+}