// license:BSD-3-Clause // copyright-holders:Ryan Holtz //----------------------------------------------------------------------------- // Phosphor Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; SRGBTexture = TRUE; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; texture LastPass; sampler PreviousSampler = sampler_state { Texture = ; SRGBTexture = TRUE; 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; 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; // half texel offset correction (DX9) Output.PrevCoord = Output.TexCoord; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Phosphor Pixel Shader //----------------------------------------------------------------------------- uniform bool LCD = false; uniform int Mode = 0; uniform float DeltaTime = 0.0f; uniform float LCDTau = 0.0f; uniform float3 Tau = { 0.0f, 0.0f, 0.0f }; uniform float3 Beta = { 0.0f, 0.0f, 0.0f }; uniform float3 Gamma = { 0.0f, 0.0f, 0.0f }; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; float r = PrevPix.r; float g = PrevPix.g; float b = PrevPix.b; if (LCD) { r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau); } else if (Mode == 0) { r = 0; g = 0; b = 0; } else if (Mode == 1) { r *= Tau.r == 0 ? 0 : exp(-DeltaTime / Tau.r); g *= Tau.g == 0 ? 0 : exp(-DeltaTime / Tau.g); b *= Tau.b == 0 ? 0 : exp(-DeltaTime / Tau.b); } else { if (r != 0.0f) r = pow(Gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r); if (g != 0.0f) g = pow(Gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), -Beta.g); if (b != 0.0f) b = pow(Gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), -Beta.b); } // Prevent burn-in if (DeltaTime > 0.0f) { float threshold = 0.5f / 255.0f / 12.92; // Half-color increment r = max(0.0f, r - threshold); g = max(0.0f, g - threshold); b = max(0.0f, b - threshold); } float RedMax = max(CurrPix.r, r); float GreenMax = max(CurrPix.g, g); float BlueMax = max(CurrPix.b, b); return Passthrough ? CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a); } //----------------------------------------------------------------------------- // Phosphor Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { SRGBWriteEnable = TRUE; Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }