// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Scanline & Shadowmask Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture DiffuseTexture; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture ShadowTexture; sampler ShadowSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; AddressW = WRAP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 SourceCoord : TEXCOORD0; float2 TexCoord : TEXCOORD1; float2 ScreenCoord : TEXCOORD2; }; struct PS_INPUT { float4 Color : COLOR0; float2 SourceCoord : TEXCOORD0; float2 TexCoord : TEXCOORD1; float2 ScreenCoord : TEXCOORD2; }; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float PI = 3.1415927f; static const float PHI = 1.618034f; //----------------------------------------------------------------------------- // Scanline & Shadowmask Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float2 TargetDims; uniform float2 QuadDims; uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size) uniform float2 ShadowUVOffset = float2(0.0f, 0.0f); uniform bool SwapXY = false; uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures uniform bool VectorScreen = false; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.TexCoord; Output.TexCoord += PrepareBloom ? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer : 0.5f / TargetDims; // fix half texel offset (DX9) Output.ScreenCoord = Input.Position.xy / ScreenDims; Output.SourceCoord = Input.TexCoord; Output.SourceCoord += 0.5f / TargetDims; // fix half texel offset (DX9) Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Scanline & Shadowmask Pixel Shader //----------------------------------------------------------------------------- uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) uniform float HumBarAlpha = 0.0f; uniform float TimeMilliseconds = 0.0f; uniform float2 ScreenScale = float2(1.0f, 1.0f); uniform float2 ScreenOffset = float2(0.0f, 0.0f); uniform float ScanlineAlpha = 0.0f; uniform float ScanlineScale = 1.0f; uniform float ScanlineHeight = 1.0f; uniform float ScanlineVariation = 1.0f; uniform float ScanlineOffset = 1.0f; uniform float ScanlineBrightScale = 1.0f; uniform float ScanlineBrightOffset = 1.0f; uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f); uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension uniform float ShadowAlpha = 0.0f; uniform float2 ShadowCount = float2(6.0f, 6.0f); uniform float2 ShadowUV = float2(0.25f, 0.25f); uniform float3 Power = float3(1.0f, 1.0f, 1.0f); uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); float2 GetAdjustedCoords(float2 coord) { // center coordinates coord -= 0.5f; // apply screen scale coord *= ScreenScale; // un-center coordinates coord += 0.5f; // apply screen offset coord += ScreenOffset; return coord; } float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord) { float2 QuadTexel = 1.0f / QuadDims; float2 SourceTexel = 1.0f / SourceDims; float2 canvasCoord = ShadowTileMode == 0 ? QuadCoord + ShadowUVOffset / QuadDims : SourceCoord + ShadowUVOffset / SourceDims; float2 canvasTexelDims = ShadowTileMode == 0 ? QuadTexel : SourceTexel; float2 shadowDims = ShadowDims; float2 shadowUV = ShadowUV; float2 shadowCount = ShadowCount; // swap x/y in screen mode (not source mode) canvasCoord = ShadowTileMode == 0 && SwapXY ? canvasCoord.yx : canvasCoord.xy; // swap x/y in screen mode (not source mode) shadowCount = ShadowTileMode == 0 && SwapXY ? shadowCount.yx : shadowCount.xy; float2 shadowTile = canvasTexelDims * shadowCount; float2 shadowFrac = frac(canvasCoord / shadowTile); // swap x/y in screen mode (not source mode) shadowFrac = ShadowTileMode == 0 && SwapXY ? shadowFrac.yx : shadowFrac.xy; float2 shadowCoord = (shadowFrac * shadowUV); shadowCoord += 0.5f / shadowDims; // fix half texel offset (DX9) return shadowCoord; } float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenCoord = Input.ScreenCoord; float2 TexCoord = GetAdjustedCoords(Input.TexCoord); float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord); // Color float4 BaseColor = tex2D(DiffuseSampler, TexCoord); BaseColor.a = 1.0f; // clip border clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1); // Mask Simulation (may not affect bloom) if (!PrepareBloom && ShadowAlpha > 0.0f) { float2 ShadowCoord = GetShadowCoord(ScreenCoord, SourceCoord); float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord); float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha); float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha; // apply shadow mask color BaseColor.rgb *= ShadowMaskColor; // clear shadow mask by background color BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear); } // Color Compression (may not affect bloom) if (!PrepareBloom) { // increasing the floor of the signal without affecting the ceiling BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb; } // Color Power (may affect bloom) BaseColor.r = pow(BaseColor.r, Power.r); BaseColor.g = pow(BaseColor.g, Power.g); BaseColor.b = pow(BaseColor.b, Power.b); // Scanline Simulation (may not affect bloom) if (!PrepareBloom) { // Scanline Simulation (may not affect vector screen) if (!VectorScreen && ScanlineAlpha > 0.0f) { float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha); float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha); float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b; float ScanlineCoord = SourceCoord.y * SourceDims.y * ScanlineScale * PI; float ScanlineCoordJitter = ScanlineOffset * PHI; float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter); float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness); float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide); float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale; BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha); } // Hum Bar Simulation (may not affect vector screen) if (!VectorScreen && HumBarAlpha > 0.0f) { float HumBarStep = frac(TimeMilliseconds * HumBarDesync); float HumBarBrightness = 1.0 - frac(SourceCoord.y + HumBarStep) * HumBarAlpha; BaseColor.rgb *= HumBarBrightness; } } return BaseColor; } //----------------------------------------------------------------------------- // Scanline & Shadowmask Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }