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156 lines
4.6 KiB
HLSL
156 lines
4.6 KiB
HLSL
#define M_PI 3.14159265359
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#define M_PI_2 6.28318530718
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#define M_INV_PI_2 0.159154943091895
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float4 rand_frame; // random float4, updated each frame
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float4 rand_preset; // random float4, updated once per *preset*
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float4 _c0; // .xy: multiplier to use on UV's to paste an image fullscreen, *aspect-aware*; .zw = inverse.
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float4 _c1, _c2, _c3, _c4;
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float4 _c5; //.xy = scale,bias for reading blur1; .zw = scale,bias for reading blur2;
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float4 _c6; //.xy = scale,bias for reading blur3; .zw = blur1_min,blur1_max
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float4 _c7; // .xy ~= float2(1024,768); .zw ~= float2(1/1024.0, 1/768.0)
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float4 _c8; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.3, ~1.3, ~5, ~20))
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float4 _c9; // .xyzw ~= same, but using sin()
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float4 _c10; // .xyzw ~= 0.5 + 0.5*cos(time * float4(~0.005, ~0.008, ~0.013, ~0.022))
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float4 _c11; // .xyzw ~= same, but using sin()
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float4 _c12; // .xyz = mip info for main image (.x=#across, .y=#down, .z=avg); .w = unused
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float4 _c13; //.xy = blur2_min,blur2_max; .zw = blur3_min, blur3_max.
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float4 _qa; // q vars bank 1 [q1-q4]
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float4 _qb; // q vars bank 2 [q5-q8]
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float4 _qc; // q vars ...
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float4 _qd; // q vars
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float4 _qe; // q vars
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float4 _qf; // q vars
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float4 _qg; // q vars
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float4 _qh; // q vars bank 8 [q29-q32]
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// note: in general, don't use the current time w/the *dynamic* rotations!
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float4x3 rot_s1; // four random, static rotations. randomized @ preset load time.
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float4x3 rot_s2; // minor translation component (<1).
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float4x3 rot_s3;
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float4x3 rot_s4;
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float4x3 rot_d1; // four random, slowly changing rotations.
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float4x3 rot_d2;
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float4x3 rot_d3;
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float4x3 rot_d4;
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float4x3 rot_f1; // faster-changing.
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float4x3 rot_f2;
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float4x3 rot_f3;
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float4x3 rot_f4;
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float4x3 rot_vf1; // very-fast-changing.
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float4x3 rot_vf2;
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float4x3 rot_vf3;
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float4x3 rot_vf4;
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float4x3 rot_uf1; // ultra-fast-changing.
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float4x3 rot_uf2;
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float4x3 rot_uf3;
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float4x3 rot_uf4;
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float4x3 rot_rand1; // random every frame
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float4x3 rot_rand2;
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float4x3 rot_rand3;
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float4x3 rot_rand4;
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#define time _c2.x
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#define fps _c2.y
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#define frame _c2.z
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#define progress _c2.w
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#define bass _c3.x
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#define mid _c3.y
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#define treb _c3.z
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#define vol _c3.w
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#define bass_att _c4.x
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#define mid_att _c4.y
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#define treb_att _c4.z
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#define vol_att _c4.w
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#define q1 _qa.x
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#define q2 _qa.y
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#define q3 _qa.z
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#define q4 _qa.w
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#define q5 _qb.x
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#define q6 _qb.y
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#define q7 _qb.z
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#define q8 _qb.w
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#define q9 _qc.x
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#define q10 _qc.y
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#define q11 _qc.z
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#define q12 _qc.w
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#define q13 _qd.x
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#define q14 _qd.y
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#define q15 _qd.z
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#define q16 _qd.w
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#define q17 _qe.x
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#define q18 _qe.y
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#define q19 _qe.z
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#define q20 _qe.w
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#define q21 _qf.x
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#define q22 _qf.y
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#define q23 _qf.z
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#define q24 _qf.w
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#define q25 _qg.x
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#define q26 _qg.y
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#define q27 _qg.z
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#define q28 _qg.w
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#define q29 _qh.x
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#define q30 _qh.y
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#define q31 _qh.z
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#define q32 _qh.w
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#define aspect _c0
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#define texsize _c7 // .xy = (w,h); .zw = (1/(float)w, 1/(float)h)
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#define roam_cos _c8
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#define roam_sin _c9
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#define slow_roam_cos _c10
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#define slow_roam_sin _c11
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#define mip_x _c12.x
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#define mip_y _c12.y
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#define mip_xy _c12.xy
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#define mip_avg _c12.z
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#define blur1_min _c6.z
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#define blur1_max _c6.w
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#define blur2_min _c13.x
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#define blur2_max _c13.y
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#define blur3_min _c13.z
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#define blur3_max _c13.w
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#define GetMain(uv) (tex2D(sampler_main,uv).xyz)
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#define GetPixel(uv) (tex2D(sampler_main,uv).xyz)
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#define GetBlur1(uv) (tex2D(sampler_blur1,uv).xyz*_c5.x + _c5.y)
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#define GetBlur2(uv) (tex2D(sampler_blur2,uv).xyz*_c5.z + _c5.w)
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#define GetBlur3(uv) (tex2D(sampler_blur3,uv).xyz*_c6.x + _c6.y)
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#define lum(x) (dot(x,float3(0.32,0.49,0.29)))
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#define tex2d tex2D
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#define tex3d tex3D
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// previous-frame-image samplers:
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texture PrevFrameImage;
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sampler2D sampler_main = sampler_state { Texture = <PrevFrameImage>; };
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sampler2D sampler_fc_main = sampler_state { Texture = <PrevFrameImage>; };
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sampler2D sampler_pc_main = sampler_state { Texture = <PrevFrameImage>; };
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sampler2D sampler_fw_main = sampler_state { Texture = <PrevFrameImage>; };
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sampler2D sampler_pw_main = sampler_state { Texture = <PrevFrameImage>; };
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#define sampler_FC_main sampler_fc_main
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#define sampler_PC_main sampler_pc_main
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#define sampler_FW_main sampler_fw_main
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#define sampler_PW_main sampler_pw_main
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// built-in noise textures:
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sampler2D sampler_noise_lq;
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sampler2D sampler_noise_lq_lite;
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sampler2D sampler_noise_mq;
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sampler2D sampler_noise_hq;
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sampler3D sampler_noisevol_lq;
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sampler3D sampler_noisevol_hq;
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float4 texsize_noise_lq;
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float4 texsize_noise_lq_lite;
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float4 texsize_noise_mq;
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float4 texsize_noise_hq;
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float4 texsize_noisevol_lq;
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float4 texsize_noisevol_hq;
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// procedural blur textures:
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sampler2D sampler_blur1;
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sampler2D sampler_blur2;
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sampler2D sampler_blur3;
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