// license:BSD-3-Clause // copyright-holders:Ryan Holtz,ImJezze //----------------------------------------------------------------------------- // Scanline & Shadowmask Effect //----------------------------------------------------------------------------- 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 Epsilon = 1.0e-7f; static const float PI = 3.1415927f; static const float E = 2.7182817f; static const float Gelfond = 23.140692f; // e^pi (Gelfond constant) static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant) //----------------------------------------------------------------------------- // Functions //----------------------------------------------------------------------------- bool xor(bool a, bool b) { return (a || b) && !(a && b); } // www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/ float random(float2 seed) { // irrationals for pseudo randomness float2 i = float2(Gelfond, GelfondSchneider); return frac(cos(dot(seed, i)) * 123456.0f); } // www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/ float normalizedSigmoid(float n, float k) { // valid for n and k in range of -1.0 and 1.0 return (n - n * k) / (k - abs(n) * 2.0f * k + 1); } // www.iquilezles.org/www/articles/distfunctions/distfunctions.htm float roundBox(float2 p, float2 b, float r) { return length(max(abs(p) - b + r, 0.0f)) - r; } //----------------------------------------------------------------------------- // Scanline & Shadowmask Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; // size of the window or fullscreen uniform float2 SourceDims; // size of the texture in power-of-two size uniform float2 SourceRect; // size of the uv rectangle uniform float2 TargetDims; // size of the target surface uniform float2 QuadDims; // size of the screen quad uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size) uniform float2 ShadowUVOffset = float2(0.0f, 0.0f); uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270° uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures uniform bool PrepareVector = false; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 shadowUVOffset = ShadowUVOffset; shadowUVOffset = xor(OrientationSwapXY, RotationSwapXY) ? shadowUVOffset.yx : shadowUVOffset.xy; float2 ScreenCoordOffset = 0.0f; ScreenCoordOffset += shadowUVOffset; Output.ScreenCoord = Input.Position.xy; Output.ScreenCoord += ScreenCoordOffset; 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 = PrepareVector ? Input.Position.xy / ScreenDims : Input.TexCoord; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Post-Processing Pixel Shader //----------------------------------------------------------------------------- uniform float2 ScreenScale = float2(1.0f, 1.0f); uniform float2 ScreenOffset = float2(0.0f, 0.0f); uniform float ScanlineAlpha = 1.0f; uniform float ScanlineScale = 1.0f; uniform float ScanlineBrightScale = 1.0f; uniform float ScanlineBrightOffset = 1.0f; uniform float ScanlineOffset = 1.0f; uniform float ScanlineHeight = 1.0f; uniform float CurvatureAmount = 1.0f; uniform float RoundCornerAmount = 0.0f; uniform float SmoothBorderAmount = 0.0f; uniform float VignettingAmount = 0.0f; uniform float ReflectionAmount = 0.0f; uniform float ShadowAlpha = 0.0f; uniform float2 ShadowCount = float2(6.0f, 6.0f); uniform float2 ShadowUV = float2(0.25f, 0.25f); uniform float3 Power = float3(1.0f, 1.0f, 1.0f); uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); float2 GetRatioCorrection() { if (PrepareVector) { float ScreenRatio = ScreenDims.x / ScreenDims.y; float QuadRatio = QuadDims.x / QuadDims.y; float ScreenQuadRatio = QuadRatio / ScreenRatio; return ScreenQuadRatio > 1.0f ? float2(1.0, 1.0f / ScreenQuadRatio) : float2(ScreenQuadRatio, 1.0); } else { return SourceRect; } } float GetNoiseFactor(float n, float random) { // smaller n become more noisy return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n)); } float GetVignetteFactor(float2 coord, float amount) { float2 VignetteCoord = coord; float VignetteLength = length(VignetteCoord); float VignetteBlur = (amount * 0.75f) + 0.25; // 0.5 full screen fitting circle float VignetteRadius = 1.0f - (amount * 0.25f); float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength); return saturate(Vignette); } float GetSpotAddend(float2 coord, float amount) { float2 RatioCorrection = GetRatioCorrection(); // normalized screen canvas ratio float2 CanvasRatio = PrepareVector ? float2(1.0f, QuadDims.y / QuadDims.x) : float2(1.0f, xor(OrientationSwapXY, RotationSwapXY) ? QuadDims.x / QuadDims.y : QuadDims.y / QuadDims.x); // upper right quadrant float2 spotOffset = PrepareVector ? RotationType == 1 // 90° ? float2(-0.25f, -0.25f) : RotationType == 2 // 180° ? float2(0.25f, -0.25f) : RotationType == 3 // 270° ? float2(0.25f, 0.25f) : float2(-0.25f, 0.25f) : OrientationSwapXY ? float2(0.25f, 0.25f) : float2(-0.25f, 0.25f); float2 SpotCoord = coord; SpotCoord += spotOffset * RatioCorrection; SpotCoord *= CanvasRatio; SpotCoord /= RatioCorrection; float SpotBlur = amount; // 0.5 full screen fitting circle float SpotRadius = amount * 0.75f; float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord)); float SigmoidSpot = normalizedSigmoid(Spot, 0.75) * amount; // increase strength by 100% SigmoidSpot = SigmoidSpot * 2.0f; return saturate(SigmoidSpot); } float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount) { float2 RatioCorrection = GetRatioCorrection(); // reduce smooth amount down to radius amount smoothAmount = min(smoothAmount, radiusAmount); float2 CanvasDims = PrepareVector ? ScreenDims : xor(OrientationSwapXY, RotationSwapXY) ? QuadDims.yx / SourceRect : QuadDims.xy / SourceRect; coord = PrepareVector ? coord : coord - 1.0f / SourceDims; // alignment correction (raster graphics) float range = min(QuadDims.x, QuadDims.y) * 0.5; float radius = range * max(radiusAmount, 0.0025f); float smooth = 1.0 / (range * max(smoothAmount, 0.0025f)); // compute box float box = roundBox(CanvasDims * (coord * 2.0f), CanvasDims * RatioCorrection, radius); // apply smooth box *= smooth; box += 1.0f - pow(smooth * 0.5f, 0.5f); float border = smoothstep(1.0f, 0.0f, box); return saturate(border); } // www.francois-tarlier.com/blog/cubic-lens-distortion-shader/ float2 GetDistortedCoords(float2 centerCoord, float amount) { amount *= 0.25f; // reduced amount // lens distortion coefficient float k = amount; // cubic distortion value float kcube = amount * 2.0f; // compute cubic distortion factor float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y; float f = kcube == 0.0f ? 1.0f + r2 * k : 1.0f + r2 * (k + kcube * sqrt(r2)); // fit screen bounds f /= 1.0f + amount * 0.5f; // apply cubic distortion factor centerCoord *= f; return centerCoord; } float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount) { float2 RatioCorrection = GetRatioCorrection(); // center coordinates coord -= centerOffset; // apply ratio difference between screen and quad coord /= RatioCorrection; // distort coordinates coord = GetDistortedCoords(coord, distortionAmount); // revert ratio difference between screen and quad coord *= RatioCorrection; // un-center coordinates coord += centerOffset; return coord; } float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount) { float2 RatioCorrection = GetRatioCorrection(); // center coordinates coord -= centerOffset; // apply ratio difference between screen and quad coord /= RatioCorrection; // apply screen scale coord /= ScreenScale; // distort coordinates coord = GetDistortedCoords(coord, distortionAmount); // revert ratio difference between screen and quad coord *= RatioCorrection; // un-center coordinates coord += centerOffset; // apply screen offset coord += (centerOffset * 2.0) * ScreenOffset; return coord; } float4 ps_main(PS_INPUT Input) : COLOR { float2 ScreenTexelDims = 1.0f / ScreenDims; float2 HalfSourceRect = PrepareVector ? float2(0.5f, 0.5f) : SourceRect * 0.5f; float2 ScreenCoord = Input.ScreenCoord / ScreenDims; ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount); float2 DistortionCoord = Input.TexCoord; DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount); float2 BaseCoord = Input.TexCoord; BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount); float2 DistortionCoordCentered = DistortionCoord; DistortionCoordCentered -= HalfSourceRect; float2 BaseCoordCentered = BaseCoord; BaseCoordCentered -= HalfSourceRect; float4 BaseColor = tex2D(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f) { BaseColor.rgb = 0.0f; } // Mask Simulation (may not affect bloom) if (!PrepareBloom) { float2 shadowDims = ShadowDims; shadowDims = xor(OrientationSwapXY, RotationSwapXY) ? shadowDims.yx : shadowDims.xy; float2 shadowUV = ShadowUV; // shadowUV = xor(OrientationSwapXY, RotationSwapXY) // ? shadowUV.yx // : shadowUV.xy; float2 screenCoord = ScreenCoord; screenCoord = xor(OrientationSwapXY, RotationSwapXY) ? screenCoord.yx : screenCoord.xy; float2 shadowCount = ShadowCount; shadowCount = xor(OrientationSwapXY, RotationSwapXY) ? shadowCount.yx : shadowCount.xy; float2 shadowTile = (ScreenTexelDims * shadowCount); shadowTile = xor(OrientationSwapXY, RotationSwapXY) ? shadowTile.yx : shadowTile.xy; float2 ShadowFrac = frac(screenCoord / shadowTile); float2 ShadowCoord = (ShadowFrac * shadowUV); ShadowCoord += 0.5f / shadowDims; // half texel offset // ShadowCoord = xor(OrientationSwapXY, RotationSwapXY) // ? ShadowCoord.yx // : ShadowCoord.xy; float3 ShadowColor = tex2D(ShadowSampler, ShadowCoord).rgb; ShadowColor = lerp(1.0f, ShadowColor, ShadowAlpha); BaseColor.rgb *= ShadowColor; } // 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); // Scanline Simulation (may not affect bloom) if (!PrepareBloom) { // Scanline Simulation (disabled for vector) if (!PrepareVector) { float InnerSine = BaseCoord.y * ScanlineScale * SourceDims.y; float ScanJitter = ScanlineOffset * SourceDims.y; float ScanBrightMod = sin(InnerSine * PI + ScanJitter); float3 ScanColor = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f + ScanlineBrightOffset) * 0.5f, ScanlineAlpha); BaseColor.rgb *= ScanColor; } } // Output float4 Output = PrepareVector ? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f)) : BaseColor * Input.Color; Output.a = 1.0f; // Vignetting Simulation (may not affect bloom) if (!PrepareBloom) { float2 VignetteCoord = DistortionCoordCentered; float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount); Output.rgb *= VignetteFactor; } // Light Reflection Simulation (may not affect bloom) if (!PrepareBloom) { float3 LightColor = float3(1.0f, 0.90f, 0.80f); float2 SpotCoord = DistortionCoordCentered; float2 NoiseCoord = DistortionCoordCentered; float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount); float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord)); Output.rgb += SpotAddend * NoiseFactor * LightColor; } // Round Corners Simulation (may affect bloom) float2 RoundCornerCoord = DistortionCoordCentered; float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount); Output.rgb *= roundCornerFactor; return Output; } //----------------------------------------------------------------------------- // Scanline & Shadowmask Effect //----------------------------------------------------------------------------- technique ScanMaskTechnique { pass Pass0 { Lighting = FALSE; //Sampler[0] = ; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }