// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Scanline Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // 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; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- static const float PI = 3.1415927f; static const float HalfPI = PI * 0.5f; //----------------------------------------------------------------------------- // Scanline Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float2 TargetDims; uniform float2 QuadDims; uniform bool SwapXY = 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 += 0.5f / TargetDims; // fix half texel offset (DX9) Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Scanline Pixel Shader //----------------------------------------------------------------------------- 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; 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; } float4 ps_main(PS_INPUT Input) : COLOR { float2 BaseCoord = GetAdjustedCoords(Input.TexCoord); // Color float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; // clip border if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f || BaseCoord.x > 1.0f || BaseCoord.y > 1.0f) { // we don't use the clip function, because we don't clear the render target before return float4(0.0f, 0.0f, 0.0f, 1.0f); } 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 = BaseCoord.y; ScanlineCoord += SwapXY ? QuadDims.x <= SourceDims.x * 2.0f ? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source : 0.0f : QuadDims.y <= SourceDims.y * 2.0f ? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source : 0.0f; ScanlineCoord *= SourceDims.y * ScanlineScale * PI; float ScanlineCoordJitter = ScanlineOffset * HalfPI; 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); 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(); } }