// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Shadowmask Effect //----------------------------------------------------------------------------- #define MONOCHROME 1 #define DICHROME 2 #define TRICHROME 3 //----------------------------------------------------------------------------- // 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 TexCoord : TEXCOORD0; float2 ScreenCoord : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 ScreenCoord : TEXCOORD1; }; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float PI = 3.1415927; static const float HalfPI = PI * 0.5; //----------------------------------------------------------------------------- // Shadowmask Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float2 TargetDims; uniform float2 TargetScale; uniform float2 QuadDims; uniform float2 ShadowDims = float2(32.0, 32.0); // size of the shadow texture (extended to power-of-two size) uniform float2 ShadowUVOffset = float2(0.0, 0.0); 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, 1.0); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0 - Output.Position.y; // flip y Output.Position.xy -= 0.5; // center Output.Position.xy *= 2.0; // zoom Output.TexCoord = Input.TexCoord; Output.TexCoord += PrepareBloom ? 0.0 // use half texel offset (DX9) to do the blur for first bloom layer : 0.5 / TargetDims; // fix half texel offset (DX9) Output.ScreenCoord = Input.Position.xy / ScreenDims; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Shadowmask Pixel Shader //----------------------------------------------------------------------------- uniform float HumBarDesync = 60.0 / 59.94 - 1.0; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC) uniform float HumBarAlpha = 0.0; uniform float TimeMilliseconds = 0.0; uniform float2 ScreenScale = float2(1.0, 1.0); uniform float2 ScreenOffset = float2(0.0, 0.0); uniform float3 BackColor = float3(0.0, 0.0, 0.0); uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension uniform float ShadowAlpha = 0.0; uniform float2 ShadowCount = float2(6.0, 6.0); uniform float2 ShadowUV = float2(0.25, 0.25); uniform float3 Power = float3(1.0, 1.0, 1.0); uniform float3 Floor = float3(0.0, 0.0, 0.0); uniform int ChromaMode = 3; uniform float3 ConversionGain = float3(0.0, 0.0, 0.0); float2 GetAdjustedCoords(float2 coord) { // center coordinates coord -= 0.5; // apply screen scale coord *= ScreenScale; // un-center coordinates coord += 0.5; // apply screen offset coord += ScreenOffset; return coord; } float2 GetShadowCoord(float2 TargetCoord, float2 SourceCoord) { // base-target dimensions (without oversampling) float2 BaseTargetDims = TargetDims / TargetScale; BaseTargetDims = SwapXY ? BaseTargetDims.yx : BaseTargetDims.xy; float2 canvasCoord = ShadowTileMode == 0 ? TargetCoord + ShadowUVOffset / BaseTargetDims : SourceCoord + ShadowUVOffset / SourceDims; float2 canvasTexelDims = ShadowTileMode == 0 ? 1.0 / BaseTargetDims : 1.0 / SourceDims; 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 += ShadowTileMode == 0 ? 0.5 / shadowDims // fix half texel offset (DX9) : 0.0; return shadowCoord; } float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenCoord = Input.ScreenCoord; float2 BaseCoord = GetAdjustedCoords(Input.TexCoord); // Color float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0; // clip border if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 || BaseCoord.x > 1.0 || BaseCoord.y > 1.0) { // we don't use the clip function, because we don't clear the render target before return float4(0.0, 0.0, 0.0, 1.0); } // 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); // Hum Bar Simulation (may not affect vector screen) if (!PrepareBloom && !VectorScreen && HumBarAlpha > 0.0) { float HumBarStep = frac(TimeMilliseconds * HumBarDesync); float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha; BaseColor.rgb *= HumBarBrightness; } // Mask Simulation (may not affect bloom) if (!PrepareBloom && ShadowAlpha > 0.0) { float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord); float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord); float3 ShadowMaskColor = lerp(1.0, ShadowColor.rgb, ShadowAlpha); float ShadowMaskClear = (1.0 - ShadowColor.a) * ShadowAlpha; // apply shadow mask color BaseColor.rgb *= ShadowMaskColor; // clear shadow mask by background color BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear); } // Preparation for phosphor color conversion if (ChromaMode == MONOCHROME) { BaseColor.r = dot(ConversionGain, BaseColor.rgb); BaseColor.gb = float2(BaseColor.r, BaseColor.r); } else if (ChromaMode == DICHROME) { BaseColor.r = dot(ConversionGain.rg, BaseColor.rg); BaseColor.g = BaseColor.r; } return BaseColor; } //----------------------------------------------------------------------------- // Shadowmask Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }