// license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Phosphor Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture LastPass; sampler PreviousSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; //----------------------------------------------------------------------------- // Phosphor Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; uniform bool Passthrough; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0.0; 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 += 0.5 / TargetDims; // half texel offset correction (DX9) Output.PrevCoord = Output.TexCoord; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Phosphor Pixel Shader //----------------------------------------------------------------------------- uniform float DeltaTime = 0.0; uniform float3 Phosphor = float3(0.0, 0.0, 0.0); static const float F = 30.0; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb; PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime); PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime); PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime); float a = max(PrevY[0], CurrY[0]); float b = max(PrevY[1], CurrY[1]); float c = max(PrevY[2], CurrY[2]); return Passthrough ? CurrY : float4(a, b, c, CurrY.a); } //----------------------------------------------------------------------------- // Phosphor Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }