//----------------------------------------------------------------------------- // Scanline & Shadowmask Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture Shadow; sampler ShadowSampler = sampler_state { Texture = ; 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; 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; }; //----------------------------------------------------------------------------- // 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(RawWidth, RawHeight); Output.ExtraInfo = Input.ExtraInfo; //float Zoom = 1.0f; //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 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; 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; BaseCoord -= 0.5f / Ratios; BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant BaseCoord += 0.5f / Ratios; BaseCoord += PincushionCurve; float2 CurveViewpointOffset = float2(0.2f, 0.0f); float2 CurveUnitCoord = (Input.TexCoord + CurveViewpointOffset) * 2.0f - 1.0f; float CurvatureR2 = pow(length(CurveUnitCoord),2.0f) / pow(length(Ratios), 2.0f); float2 CurvatureCurve = CurveUnitCoord * CurvatureAmount * CurvatureR2; float2 ScreenCurveCoord = Input.TexCoord + CurvatureCurve; 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 < WidthRatio / RawWidth) ? -1 : 1); clip((BaseCoord.y < HeightRatio / 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 -- float3 ScanBrightness = lerp(1.0f, abs(sin(((BaseCoord.y * Ratios.y * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount); float3 Scanned = BaseTexel.rgb * ScanBrightness; float2 ShadowDims = float2(ShadowWidth, ShadowHeight); float2 ShadowUV = float2(ShadowU, ShadowV); float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY); float2 ShadowFrac = frac(ScreenCurveCoord * ShadowMaskSize * Ratios * 0.5f); float2 ShadowCoord = ShadowFrac * ShadowUV + 1.5f / ShadowDims; float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord), UseShadow); // -- Final Pixel -- float4 Output = lerp(Input.Color, float4(Scanned * lerp(1.0f, ShadowTexel * 1.25f, ShadowBrightness), BaseTexel.a) * Input.Color, Input.ExtraInfo.x); return Output; } //----------------------------------------------------------------------------- // Scanline & Shadowmask Effect //----------------------------------------------------------------------------- technique ScanMaskTechnique { pass Pass0 { Lighting = FALSE; //Sampler[0] = ; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }