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//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------

texture DiffuseTexture;

sampler DiffuseSampler = sampler_state
{
    Texture   = <DiffuseTexture>;
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
    AddressW = CLAMP;
};

texture ShadowTexture;

sampler ShadowSampler = sampler_state
{
    Texture   = <ShadowTexture>;
    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;
    float2 Unused : TEXCOORD1;
};

struct PS_INPUT
{
    float4 Color : COLOR0;
    float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------

uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;

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;
    Output.Position.xy -= 0.5f;
    Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
    Output.Color = Input.Color;
    Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;

    return Output;
}

//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------

uniform float PI = 3.14159265f;

uniform float PincushionAmount = 0.00f;
uniform float CurvatureAmount = 0.08f;

uniform float ScanlineAlpha = 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 ShadowAlpha = 0.0f;
uniform float2 ShadowCount = float2(320.0f, 240.0f);
uniform float2 ShadowUV = float2(0.375f, 0.375f);
uniform float2 ShadowDims = float2(8.0f, 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 UsedArea = 1.0f / SourceRect;
    float2 HalfRect = SourceRect * 0.5f;
    float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
    // -- Screen Pincushion Calculation --
    float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
    float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2;
    float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
    float2 BaseCoord = Input.TexCoord;
    float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
    
    BaseCoord -= HalfRect;
    BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
    BaseCoord += HalfRect;
    BaseCoord += PincushionCurve;

    ScanCoord -= HalfRect;
    ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
    ScanCoord += HalfRect;
    ScanCoord += PincushionCurve;

    float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
    float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2;
    float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
    float2 ScreenClipCoord = Input.TexCoord;
    ScreenClipCoord -= HalfRect;
    ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
    ScreenClipCoord += HalfRect;
    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 < 1.0f / SourceDims) ? -1 : 1);
    clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);

    // -- Scanline Simulation --
    float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
    float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
    float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
    float3 Scanned = BaseTexel.rgb * ScanBrightness;

    // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
    Scanned = Floor + (1.0f - Floor) * Scanned;

    // Shadow mask
    // Note: This is broken right now and needs fixed
    float2 ShadowFrac = frac(BaseCoord * ShadowCount);
    float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims;
    float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
    
    // -- Final Pixel --
    float4 Output = float4(Scanned * ShadowTexel, 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);
    Output.a = 1.0f;

    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();
    }
}