mame/hlsl/vector.fx

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2015-05-12 09:18:09 +02:00
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Vector Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 SizeInfo : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 SizeInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 SizeInfo : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
float roundBox(float2 p, float2 b, float r)
{
return length(max(abs(p) - b + r, 0.0f)) - r;
}
//-----------------------------------------------------------------------------
// Vector Vertex Shader
//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
uniform float2 TargetDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.SizeInfo = Input.SizeInfo;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Vector Pixel Shader
//-----------------------------------------------------------------------------
uniform float TimeRatio; // Frame time of the vector (not set)
uniform float TimeScale; // How much frame time affects the vector's fade (not set)
uniform float LengthRatio; // Size at which fade is maximum
uniform float LengthScale; // How much length affects the vector's fade
uniform float BeamSmooth;
float GetBoundsFactor(float2 coord, float2 bounds, float radiusAmount, float smoothAmount)
{
// reduce smooth amount down to radius amount
smoothAmount = min(smoothAmount, radiusAmount);
float range = min(bounds.x, bounds.y);
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float amountMinimum = 1.0f / range;
float radius = range * max(radiusAmount, amountMinimum);
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float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
// compute box
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
// apply smooth
box *= smooth;
box += 1.0f - pow(smooth * 0.5f, 0.5f);
float border = smoothstep(1.0f, 0.0f, box);
return saturate(border);
}
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 lineSize = Input.SizeInfo / max(TargetDims.x, TargetDims.y); // normalize
float lineLength = lineSize.x;
float lineLengthRatio = LengthRatio;
float lineLengthScale = LengthScale;
float timeModulate = lerp(1.0f, TimeRatio, TimeScale);
float lengthModulate = 1.0f - clamp(lineLength / lineLengthRatio, 0.0f, 1.0f);
float timeLengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthScale);
float4 outColor = float4(timeLengthModulate, timeLengthModulate, timeLengthModulate, 1.0f);
outColor *= Input.Color;
float RoundCornerFactor = GetBoundsFactor(Input.TexCoord - 0.5f, Input.SizeInfo, 1.0f, BeamSmooth);
outColor.rgb *= RoundCornerFactor;
return outColor;
}
//-----------------------------------------------------------------------------
// Vector Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}