// license:BSD-3-Clause // copyright-holders:Ryan Holtz, Westley M. Martinez //----------------------------------------------------------------------------- // Ghosting 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 float DeltaTime = 0.0f; uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f }; uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f }; static const float TAU_FACTOR = 0.159154943; float4 ps_main(PS_INPUT Input) : COLOR { float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord); float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb; float3 tau = { 0.0f, 0.0f, 0.0f }; float r = PrevPix.r; float g = PrevPix.g; float b = PrevPix.b; if (CurrPix.r > r) { tau.r = LCDRise.r * TAU_FACTOR; r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) * (1 - exp(-DeltaTime / tau.r)) + r; } else { tau.r = LCDFall.r * TAU_FACTOR; r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) * exp(-DeltaTime / tau.r) + CurrPix.r; } if (CurrPix.g > g) { tau.g = LCDRise.g * TAU_FACTOR; g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) * (1 - exp(-DeltaTime / tau.g)) + g; } else { tau.g = LCDFall.g * TAU_FACTOR; g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) * exp(-DeltaTime / tau.g) + CurrPix.g; } if (CurrPix.b > b) { tau.b = LCDRise.b * TAU_FACTOR; b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) * (1 - exp(-DeltaTime / tau.b)) + b; } else { tau.b = LCDFall.b * TAU_FACTOR; b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) * exp(-DeltaTime / tau.b) + CurrPix.b; } return Passthrough ? CurrPix : float4(r, g, b, 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(); } }