From 62f733b93815bd60cfcaf60a2f99880a0ac029b4 Mon Sep 17 00:00:00 2001 From: Ryan Holtz Date: Fri, 20 May 2011 22:20:49 +0000 Subject: Removing outdated performance-tuned HLSL shaders now that better performance tuning is available, nw --- hlsl/color_heavy.fx | 218 ---------------------------------------------------- hlsl/color_light.fx | 154 ------------------------------------- 2 files changed, 372 deletions(-) delete mode 100644 hlsl/color_heavy.fx delete mode 100644 hlsl/color_light.fx (limited to 'hlsl') diff --git a/hlsl/color_heavy.fx b/hlsl/color_heavy.fx deleted file mode 100644 index f2f3b907a83..00000000000 --- a/hlsl/color_heavy.fx +++ /dev/null @@ -1,218 +0,0 @@ -//----------------------------------------------------------------------------- -// Color-Convolution Effect -//----------------------------------------------------------------------------- - -texture Diffuse; - -sampler DiffuseSampler = sampler_state -{ - Texture = ; - 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 ExtraInfo : TEXCOORD1; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 ExtraInfo : TEXCOORD1; -}; - -struct PS_INPUT -{ - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 ExtraInfo : TEXCOORD1; -}; - -//----------------------------------------------------------------------------- -// Post-Processing 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;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f); - Output.ExtraInfo = Input.ExtraInfo; - - return Output; -} - -//----------------------------------------------------------------------------- -// Post-Processing Pixel Shader -//----------------------------------------------------------------------------- - -uniform float RedFromRed = 1.0f; -uniform float RedFromGrn = 0.0f; -uniform float RedFromBlu = 0.0f; -uniform float GrnFromRed = 0.0f; -uniform float GrnFromGrn = 1.0f; -uniform float GrnFromBlu = 0.0f; -uniform float BluFromRed = 0.0f; -uniform float BluFromGrn = 0.0f; -uniform float BluFromBlu = 1.0f; - -uniform float YfromY = 1.0f; -uniform float YfromI = 0.0f; -uniform float YfromQ = 0.0f; -uniform float IfromY = 0.0f; -uniform float IfromI = 1.0f; -uniform float IfromQ = 0.0f; -uniform float QfromY = 0.0f; -uniform float QfromI = 0.0f; -uniform float QfromQ = 1.0f; - -uniform float RedOffset = 0.0f; -uniform float GrnOffset = 0.0f; -uniform float BluOffset = 0.0f; - -uniform float RedScale = 1.0f; -uniform float GrnScale = 1.0f; -uniform float BluScale = 1.0f; - -uniform float RedFloor = 0.0f; -uniform float GrnFloor = 0.0f; -uniform float BluFloor = 0.0f; - -uniform float Saturation = 1.0f; - -uniform float YScale = 1.0f; -uniform float IScale = 1.0f; -uniform float QScale = 1.0f; -uniform float YOffset = 0.0f; -uniform float IOffset = 0.0f; -uniform float QOffset = 0.0f; - -uniform float RedPower = 2.2f; -uniform float GrnPower = 2.2f; -uniform float BluPower = 2.2f; - -uniform float YSubsampleLength = 3.0f; -uniform float ISubsampleLength = 3.0f; -uniform float QSubsampleLength = 3.0f; - -float4 ps_main(PS_INPUT Input) : COLOR -{ - // -- Bandwidth Subsampling -- - float3 SubsampleWidth = float3(YSubsampleLength, ISubsampleLength, QSubsampleLength); - SubsampleWidth = (RawWidth * 2.0f) / SubsampleWidth; - float3 SubsampleCoord = Input.TexCoord.x; - float3 SubsampleFrac = frac(SubsampleCoord * SubsampleWidth); // Fraction is in subsample width units! - SubsampleCoord = (SubsampleCoord * SubsampleWidth - SubsampleFrac) / SubsampleWidth; - - float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - - float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb; - float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb; - float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb; - - float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x + YSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb; - float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y + ISubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb; - float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z + QSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb; - - YTexel = lerp(YTexel, LastYTexel, SubsampleFrac.x); - ITexel = lerp(ITexel, LastITexel, SubsampleFrac.y); - QTexel = lerp(QTexel, LastQTexel, SubsampleFrac.z); - - // -- RGB Tint & Shift -- - float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu)); - float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); - float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu)); - float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu)); - float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); - float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu)); - float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu)); - float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); - float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu)); - - // -- RGB Offset & Scale -- - float3 RGBScale = float3(RedScale, GrnScale, BluScale); - float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset); - float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift; - float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift; - float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift; - - // -- Saturation -- - float3 Gray = float3(0.3f, 0.59f, 0.11f); - float OutLumaY = dot(OutTexelY, Gray); - float OutLumaI = dot(OutTexelI, Gray); - float OutLumaQ = dot(OutTexelQ, Gray); - float3 OutChromaY = OutTexelY - OutLumaY; - float3 OutChromaI = OutTexelI - OutLumaI; - float3 OutChromaQ = OutTexelQ - OutLumaQ; - float3 SaturatedY = OutLumaY + OutChromaY * Saturation; - float3 SaturatedI = OutLumaI + OutChromaI * Saturation; - float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation; - - // -- YIQ Convolution -- - float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f)); - float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f)); - float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f)); - Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ)); - I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ)); - Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ)); - float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset); - float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f))); - - OutRGB.r = pow(OutRGB.r, RedPower); - OutRGB.g = pow(OutRGB.g, GrnPower); - OutRGB.b = pow(OutRGB.b, BluPower); - - // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- - OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b); - - // -- Final Pixel -- - float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x); - - return Output; -} - -//----------------------------------------------------------------------------- -// Color-Convolution Technique -//----------------------------------------------------------------------------- - -technique ColorTechnique -{ - pass Pass0 - { - Lighting = FALSE; - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } -} diff --git a/hlsl/color_light.fx b/hlsl/color_light.fx deleted file mode 100644 index d83a4012473..00000000000 --- a/hlsl/color_light.fx +++ /dev/null @@ -1,154 +0,0 @@ -//----------------------------------------------------------------------------- -// Color-Convolution Effect -//----------------------------------------------------------------------------- - -texture Diffuse; - -sampler DiffuseSampler = sampler_state -{ - Texture = ; - 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 ExtraInfo : TEXCOORD1; -}; - -struct VS_INPUT -{ - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 ExtraInfo : TEXCOORD1; -}; - -struct PS_INPUT -{ - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 ExtraInfo : TEXCOORD1; -}; - -//----------------------------------------------------------------------------- -// Post-Processing 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;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f); - Output.ExtraInfo = Input.ExtraInfo; - - return Output; -} - -//----------------------------------------------------------------------------- -// Post-Processing Pixel Shader -//----------------------------------------------------------------------------- - -uniform float RedFromRed = 1.0f; -uniform float RedFromGrn = 0.0f; -uniform float RedFromBlu = 0.0f; -uniform float GrnFromRed = 0.0f; -uniform float GrnFromGrn = 1.0f; -uniform float GrnFromBlu = 0.0f; -uniform float BluFromRed = 0.0f; -uniform float BluFromGrn = 0.0f; -uniform float BluFromBlu = 1.0f; - -uniform float RedOffset = 0.0f; -uniform float GrnOffset = 0.0f; -uniform float BluOffset = 0.0f; - -uniform float RedScale = 1.0f; -uniform float GrnScale = 1.0f; -uniform float BluScale = 1.0f; - -uniform float RedFloor = 0.0f; -uniform float GrnFloor = 0.0f; -uniform float BluFloor = 0.0f; - -uniform float Saturation = 1.0f; - -uniform float RedPower = 2.2f; -uniform float GrnPower = 2.2f; -uniform float BluPower = 2.2f; - -float4 ps_main(PS_INPUT Input) : COLOR -{ - float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - - // -- RGB Tint & Shift -- - float ShiftedRed = dot(BaseTexel, float3(RedFromRed, RedFromGrn, RedFromBlu)); - float ShiftedGrn = dot(BaseTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); - float ShiftedBlu = dot(BaseTexel, float3(BluFromRed, BluFromGrn, BluFromBlu)); - - // -- RGB Offset & Scale -- - float3 RGBScale = float3(RedScale, GrnScale, BluScale); - float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset); - float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift; - - // -- Saturation -- - float3 Gray = float3(0.3f, 0.59f, 0.11f); - float OutLuma = dot(OutTexel, Gray); - float3 OutChroma = OutTexel - OutLuma; - float3 OutRGB = OutLuma + OutChroma * Saturation; - - OutRGB.r = pow(OutRGB.r, RedPower); - OutRGB.g = pow(OutRGB.g, GrnPower); - OutRGB.b = pow(OutRGB.b, BluPower); - - // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- - OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b); - - // -- Final Pixel -- - float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x); - - return BaseTexel; -} - -//----------------------------------------------------------------------------- -// Color-Convolution Technique -//----------------------------------------------------------------------------- - -technique ColorTechnique -{ - pass Pass0 - { - Lighting = FALSE; - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } -} -- cgit v1.2.3