From d157249cb74fe849effaef21c1676a8cf17474e4 Mon Sep 17 00:00:00 2001 From: Ryan Holtz Date: Mon, 21 Jan 2013 02:40:48 +0000 Subject: d3dhlsl.c: Add preliminary vector post-processing. [MooglyGuy] --- hlsl/bloom.fx | 242 +++++++++++++++++++++++++++++++++++++++++++++++++++++ hlsl/downsample.fx | 121 +++++++++++++++++++++++++++ hlsl/focus.fx | 4 - hlsl/phosphor.fx | 8 +- hlsl/post.fx | 1 + hlsl/primary.fx | 3 +- hlsl/vector.fx | 33 ++++---- 7 files changed, 382 insertions(+), 30 deletions(-) create mode 100644 hlsl/bloom.fx create mode 100644 hlsl/downsample.fx (limited to 'hlsl') diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx new file mode 100644 index 00000000000..cf8b603cece --- /dev/null +++ b/hlsl/bloom.fx @@ -0,0 +1,242 @@ +//----------------------------------------------------------------------------- +// Effect File Variables +//----------------------------------------------------------------------------- + +texture DiffuseA; +texture DiffuseB; +texture DiffuseC; +texture DiffuseD; +texture DiffuseE; +texture DiffuseF; +texture DiffuseG; +texture DiffuseH; +texture DiffuseI; +texture DiffuseJ; +texture DiffuseK; + +sampler DiffuseSampler0 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler1 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler2 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler3 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler4 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler5 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler6 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler7 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler8 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler9 = sampler_state +{ + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; +}; + +sampler DiffuseSampler10 = 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; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +//----------------------------------------------------------------------------- +// Bloom Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 TargetSize; + +uniform float DiffuseScaleA; +uniform float DiffuseScaleB; +uniform float DiffuseScaleC; +uniform float DiffuseScaleD; +uniform float DiffuseScaleE; +uniform float DiffuseScaleF; +uniform float DiffuseScaleG; +uniform float DiffuseScaleH; +uniform float DiffuseScaleI; +uniform float DiffuseScaleJ; +uniform float DiffuseScaleK; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= TargetSize; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= float2(0.5f, 0.5f); + Output.Position.xy *= float2(2.0f, 2.0f); + Output.Color = Input.Color; + float2 inversePixel = 1.0f / TargetSize; + Output.TexCoord = Input.Position.xy * inversePixel; + + return Output; +} + +//----------------------------------------------------------------------------- +// Bloom Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb * DiffuseScaleA * 1.00f; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb * DiffuseScaleB * 0.95f; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb * DiffuseScaleC * 0.85f; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb * DiffuseScaleD * 0.75f; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb * DiffuseScaleE * 0.65f; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb * DiffuseScaleF * 0.55f; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb * DiffuseScaleG * 0.45f; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb * DiffuseScaleH * 0.35f; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb * DiffuseScaleI * 0.25f; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb * DiffuseScaleJ * 0.15f; + float3 texel10 = tex2D(DiffuseSampler10, Input.TexCoord).rgb * DiffuseScaleK * 0.10f; + return float4(texel0 + texel1 + texel2 + texel3 + texel4 + + texel5 + texel6 + texel7 + texel8 + texel9 + texel10, 1.0f); +} + +//----------------------------------------------------------------------------- +// Downsample Effect +//----------------------------------------------------------------------------- + +technique TestTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + Sampler[0] = ; // 2048x2048 + Sampler[1] = ; // 1024x1024 + Sampler[2] = ; // 512x512 + Sampler[3] = ; // 256x256 + Sampler[4] = ; // 128x128 + Sampler[5] = ; // 64x64 + Sampler[6] = ; // 32x32 + Sampler[7] = ; // 16x16 + Sampler[8] = ; // 8x8 + Sampler[9] = ; // 4x4 + Sampler[10] = ; // 2x2 + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } +} diff --git a/hlsl/downsample.fx b/hlsl/downsample.fx new file mode 100644 index 00000000000..5e0de0ca46d --- /dev/null +++ b/hlsl/downsample.fx @@ -0,0 +1,121 @@ +//----------------------------------------------------------------------------- +// Effect File Variables +//----------------------------------------------------------------------------- + +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; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; +}; + +struct VS_INPUT +{ + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; +}; + +struct PS_INPUT +{ + float4 Color : COLOR0; + float4 TexCoord01 : TEXCOORD0; + float4 TexCoord23 : TEXCOORD1; + float4 TexCoord45 : TEXCOORD2; + float4 TexCoord67 : TEXCOORD3; + float4 TexCoord89 : TEXCOORD4; +}; + +//----------------------------------------------------------------------------- +// Downsample Vertex Shader +//----------------------------------------------------------------------------- + +uniform float2 TargetSize; +uniform float2 SourceSize; + +uniform float2 Defocus = float2(0.0f, 0.0f); + +uniform float Brighten; + +VS_OUTPUT vs_main(VS_INPUT Input) +{ + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= TargetSize; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= float2(0.5f, 0.5f); + Output.Position.xy *= float2(2.0f, 2.0f); + Output.Color = Input.Color; + float2 inversePixel = 1.0f / TargetSize; + Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel; + Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel; + Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel; + Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel; + Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel; + Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel; + Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel; + Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel; + Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel; + Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel; + + return Output; +} + +//----------------------------------------------------------------------------- +// Downsample Pixel Shader +//----------------------------------------------------------------------------- + +float4 ps_main(PS_INPUT Input) : COLOR +{ + float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy); + float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw); + float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy); + float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw); + float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy); + float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw); + float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy); + float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw); + float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy); + float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw); + float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f; + return float4(outTexel.rgb, 1.0f); +} + +//----------------------------------------------------------------------------- +// Downsample Effect +//----------------------------------------------------------------------------- + +technique TestTechnique +{ + pass Pass0 + { + Lighting = FALSE; + + Sampler[0] = ; + + VertexShader = compile vs_2_0 vs_main(); + PixelShader = compile ps_2_0 ps_main(); + } +} diff --git a/hlsl/focus.fx b/hlsl/focus.fx index de660af7d24..37079af55a2 100644 --- a/hlsl/focus.fx +++ b/hlsl/focus.fx @@ -60,11 +60,7 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float WidthRatio; -uniform float HeightRatio; - uniform float2 Defocus = float2(0.0f, 0.0f); -uniform float FocusEnable; float2 Coord0Offset = float2( 0.0f, 0.0f); float2 Coord1Offset = float2(-0.2f, -0.6f); diff --git a/hlsl/phosphor.fx b/hlsl/phosphor.fx index 40d97cbf3ee..f6ba4573c49 100644 --- a/hlsl/phosphor.fx +++ b/hlsl/phosphor.fx @@ -61,12 +61,6 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; -uniform float RawWidth; -uniform float RawHeight; - -uniform float WidthRatio; -uniform float HeightRatio; - uniform float TextureWidth; uniform float TextureHeight; @@ -86,7 +80,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Color = Input.Color; float2 InvTexSize = float2(1.0f / TextureWidth, 1.0f / TextureHeight); - Output.TexCoord = Input.TexCoord + float2(0.5f, 0.5f) * InvTexSize; + Output.TexCoord = Input.TexCoord + float2(1.0f, 1.0f) * InvTexSize; Output.PrevCoord = Output.TexCoord; return Output; diff --git a/hlsl/post.fx b/hlsl/post.fx index 94c039219e6..4176a78b197 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -180,6 +180,7 @@ float4 ps_main(PS_INPUT Input) : COLOR Output.r = pow(Output.r, Power.r); Output.g = pow(Output.g, Power.g); Output.b = pow(Output.b, Power.b); + Output.a = 1.0f; return Output; } diff --git a/hlsl/primary.fx b/hlsl/primary.fx index b2f9d0f6826..53653cfba16 100644 --- a/hlsl/primary.fx +++ b/hlsl/primary.fx @@ -47,6 +47,7 @@ uniform float TargetWidth; uniform float TargetHeight; uniform float PostPass; uniform float FixedAlpha; +uniform float Brighten; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -72,7 +73,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) float4 ps_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - return BaseTexel * Input.Color; + return BaseTexel * (Input.Color + float4(Brighten, Brighten, Brighten, 0.0f)); } //----------------------------------------------------------------------------- diff --git a/hlsl/vector.fx b/hlsl/vector.fx index 066d7df1889..8b9aa6333f3 100644 --- a/hlsl/vector.fx +++ b/hlsl/vector.fx @@ -2,19 +2,6 @@ // Effect File Variables //----------------------------------------------------------------------------- -texture Diffuse; - -sampler DiffuseSampler = sampler_state -{ - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; -}; - //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- @@ -45,6 +32,8 @@ struct PS_INPUT uniform float TargetWidth; uniform float TargetHeight; +uniform float2 TimeParams; +uniform float3 LengthParams; VS_OUTPUT vs_main(VS_INPUT Input) { @@ -57,7 +46,7 @@ VS_OUTPUT vs_main(VS_INPUT Input) Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); - Output.Color = float4(0.0f, 0.0f, Input.Color.z, 1.0f); + Output.Color = Input.Color; Output.TexCoord = Input.Position.xy / float2(TargetWidth, TargetHeight); return Output; @@ -67,10 +56,20 @@ VS_OUTPUT vs_main(VS_INPUT Input) // Simple Pixel Shader //----------------------------------------------------------------------------- +// TimeParams.x: Frame time of the vector +// TimeParams.y: How much frame time affects the vector's fade +// LengthParams.x: Length of the vector +// LengthParams.y: How much length affects the vector's fade +// LengthParams.z: Size at which fade is maximum float4 ps_main(PS_INPUT Input) : COLOR { - float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); - return BaseTexel * Input.Color; + float timeModulate = lerp(1.0f, TimeParams.x, TimeParams.y) * 2.0; + + float lengthModulate = clamp(1.0f - LengthParams.x / LengthParams.z, 0.0f, 1.0f); + lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y) * 2.0; + + float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 2.5; + return outColor; } //----------------------------------------------------------------------------- @@ -83,8 +82,6 @@ technique TestTechnique { Lighting = FALSE; - //Sampler[0] = ; - VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } -- cgit v1.2.3-70-g09d2