mame/hlsl/deconverge.fx

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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
//float2 RedCoord : TEXCOORD0;
//float2 GrnCoord : TEXCOORD1;
//float2 BluCoord : TEXCOORD2;
float3 CoordX : TEXCOORD0;
float3 CoordY : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
//float2 RedCoord : TEXCOORD0;
//float2 GrnCoord : TEXCOORD1;
//float2 BluCoord : TEXCOORD2;
float3 CoordX : TEXCOORD0;
float3 CoordY : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float Prescale;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
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float2 invDims = 1.0f / SourceDims;
float2 Ratios = SourceRect;
Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.xy -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
float2 TexCoord = Input.TexCoord;
float2 RadialRed = float2(RadialConvergeX.x, RadialConvergeY.x);
float2 RadialGrn = float2(RadialConvergeX.y, RadialConvergeY.y);
float2 RadialBlu = float2(RadialConvergeX.z, RadialConvergeY.z);
float2 ConvergeRed = float2(ConvergeX.x, ConvergeY.x);
float2 ConvergeGrn = float2(ConvergeX.y, ConvergeY.y);
float2 ConvergeBlu = float2(ConvergeX.z, ConvergeY.z);
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float2 ScaledRatio = ((TexCoord * SourceRect) - 0.5f);
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Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / SourceDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x;
Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / SourceDims.y) + 0.5f) * Ratios.y + ConvergeY * invDims.y;
Output.TexCoord = TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r;
float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g;
float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b;
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return float4(RedTexel, GrnTexel, BluTexel, Alpha);
}
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}