I am trying to modify this shader code which adds a phosphor effect in the form of “phosphor trails” much like an old CRT monitor. This code is part of MAME emulation software package.
Can anyone help me make a change to this so that the phosphor trail pixels are 50% less bright? I am new to hlsl and tried a few things to change the color parameters but I couldn’t get it to work.
Original code:
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
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();
}
}
I tried changing this section as follows, but all I think this did was affect the phosphor trail persistence instead of the brightness (or maybe both?) The persistence itself is definitely shorter now. The brightness of the trails I am unsure about because they are so short I cannot tell. Any ideas?
// Now blend, starting the trails at 45% brightness
float a = max(PrevY[0] * 0.45, CurrY[0]);
float b = max(PrevY[1] * 0.45, CurrY[1]);
float c = max(PrevY[2] * 0.45, CurrY[2]);
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One thing you could try to do would be to lower the alpha channel output, assuming you have blending enabled on the sampler. Something like:
return Passthrough ? CurrY : float4(a, b, c, CurrY.a * 0.5f);
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