Texture2D RT : register(s0); Texture2D SplotchesTx : register(s1); Texture1D Texture2 : register(s2); Texture1D SepiaTx : register(s3); SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; float2 calcSpriteAddr(float2 texCoord, float DirtFrequency1, float period) { return texCoord + Texture2.Sample(g_samLinear, period * DirtFrequency1).xy; } float4 getSplotches(float2 spriteAddr) { // get sprite address into paged texture coords space spriteAddr = spriteAddr / 6.3f; //spriteAddr = spriteAddr - frac(spriteAddr); spriteAddr = spriteAddr - (spriteAddr /33.3f); return float4(1,1,1,1) * SplotchesTx.Sample(g_samLinear, spriteAddr).r; } float4 OldMovie_ps (float4 pos : SV_Position, float2 texCoord : TEXCOORD0, uniform float time_cycle_period, uniform float flicker, uniform float DirtFrequency, uniform float3 luminance, uniform float frameJitter, uniform float lumiShift ) : SV_Target { // get sprite address float2 spriteAddr = calcSpriteAddr(texCoord, DirtFrequency, time_cycle_period); // add some dark and light splotches to the film float4 splotches = getSplotches(spriteAddr); float4 specs = float4(1.0f,1.0f,1.0f,1.0f) - getSplotches(spriteAddr / 3.0f); // convert color to base luminance float4 base = RT.Sample(g_samLinear, texCoord + float2(0, spriteAddr.y * frameJitter)); float lumi = dot(base.rgb, luminance); // randomly shift luminance lumi -= spriteAddr.x * lumiShift; // tone map luminance //float3 sepia = SepiaTx.Sample(g_samLinear,lumi).rgb; float4 sepia = SepiaTx.Sample(g_samLinear,lumi); base.rgb = sepia.rgb; // calc flicker speed float darken = frac(flicker * time_cycle_period); // we want darken to cycle between 0.6 and 1.0 darken = abs(darken - 0.5f) * 0.4f + 0.6f; // composite dirt onto film float4 color = base * splotches * darken + specs; //color.y = color.x; //color.z = color.x; return color.rgba; }