//----------------------------------------------------------------------------- // Post-Processing Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = <Diffuse>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture Shadow; sampler ShadowSampler = sampler_state { Texture = <Shadow>; 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; float3 CoordX : TEXCOORD2; float3 CoordY : TEXCOORD3; }; 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; float3 CoordX : TEXCOORD2; float3 CoordY : TEXCOORD3; }; //----------------------------------------------------------------------------- // Post-Processing Vertex Shader //----------------------------------------------------------------------------- uniform float RedConvergeX; uniform float RedConvergeY; uniform float GrnConvergeX; uniform float GrnConvergeY; uniform float BluConvergeX; uniform float BluConvergeY; uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; uniform float RedRadialConvergeX; uniform float RedRadialConvergeY; uniform float GrnRadialConvergeX; uniform float GrnRadialConvergeY; uniform float BluRadialConvergeX; uniform float BluRadialConvergeY; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight); float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio); 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, 0.125f); Output.ExtraInfo = Input.ExtraInfo; Output.CoordX.x = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x; Output.CoordX.y = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x; Output.CoordX.z = ((((Output.TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x; Output.CoordY.x = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y; Output.CoordY.y = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y; Output.CoordY.z = ((((Output.TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y; return Output; } //----------------------------------------------------------------------------- // Post-Processing Pixel Shader //----------------------------------------------------------------------------- uniform float PI = 3.14159265f; uniform float PincushionAmountX = 0.1f; uniform float PincushionAmountY = 0.1f; 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 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 EdgeDetectScale = 1.0f; uniform float EdgeToBaseRatio = 0.0f; uniform float SubsampleLength = 3.0f; uniform float CurrFrame = 0.0f; uniform float CrawlWidth = 3.0f; uniform float CrawlHeight = 3.0f; uniform float CrawlRate = 3.0f; uniform float UseShadow = 0.0f; uniform float ShadowBrightness = 1.0f; uniform float ShadowPixelSizeX = 3.0f; uniform float ShadowPixelSizeY = 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 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f; float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f); float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2; float2 BaseCoord = Input.TexCoord + PincushionCurve; // RGB Pincushion Calculation float3 PincushionCurveX = UnitCoord.x * PincushionAmountX * PincushionR2; float3 PincushionCurveY = UnitCoord.y * PincushionAmountX * PincushionR2; float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- clip((BaseCoord.x < 2.0f / RawWidth) ? -1 : 1); clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1); clip((BaseCoord.x > (2.0f / WidthRatio - 2.0f / RawWidth)) ? -1 : 1); clip((BaseCoord.y > 1.0f / HeightRatio) ? -1 : 1); // -- RGB Deconvergence -- float3 CoordX = Input.CoordX + PincushionCurveX; float3 CoordY = Input.CoordY + PincushionCurveY; float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x)).r; float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y)).g; float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z)).b; float3 Texel = float3(RedTexel, GrnTexel, BluTexel); // -- RGB Tint & Shift -- float ShiftedRed = dot(Texel, float3(RedFromRed, RedFromGrn, RedFromBlu)); float ShiftedGrn = dot(Texel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); float ShiftedBlu = dot(Texel, float3(BluFromRed, BluFromGrn, BluFromBlu)); // -- RGB Offset & Scale -- float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * float3(RedScale, GrnScale, BluScale) + float3(RedOffset, GrnOffset, BluOffset); // -- Saturation -- float OutLuma = dot(OutTexel, float3(0.3f, 0.59f, 0.11f)); float3 OutChroma = OutTexel - float3(OutLuma, OutLuma, OutLuma); float3 Saturated = OutLuma + OutChroma * Saturation; float3 OutRGB = Saturated; float3 Power = float3(RedPower, GrnPower, BluPower); OutRGB = pow(OutRGB, Power); // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- float3 Floor = float3(RedFloor, GrnFloor, BluFloor); OutRGB = Floor + (1.0f - Floor) * OutRGB; // -- Scanline Simulation -- float3 ScanBrightness = lerp(1.0f, abs(sin(((CoordY * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount); float3 Scanned = OutRGB * ScanBrightness; float2 ShadowCoord = BaseCoord * float2(RawWidth, RawHeight); float ShadowCoordX = frac(ShadowCoord.x / ShadowPixelSizeX) * ShadowU + 2.0f / ShadowWidth; float ShadowCoordY = frac(ShadowCoord.y / ShadowPixelSizeY) * ShadowV + 2.0f / ShadowHeight; float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, float2(ShadowCoordX, ShadowCoordY)), UseShadow); // -- Final Pixel -- float4 Output = lerp(Input.Color, float4(Scanned * lerp(1.0f, ShadowTexel * 1.0f, ShadowBrightness), BaseTexel.a) * Input.Color, Input.ExtraInfo.x); return Output; } //----------------------------------------------------------------------------- // Post-Processing Effect //----------------------------------------------------------------------------- technique TestTechnique { pass Pass0 { Lighting = FALSE; //Sampler[0] = <DiffuseSampler>; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }