mirror of
https://github.com/mamedev/mame.git
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173 lines
4.7 KiB
HLSL
173 lines
4.7 KiB
HLSL
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float HalfPI = PI * 0.5f;
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//-----------------------------------------------------------------------------
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// Scanline Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 TargetDims;
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uniform float2 QuadDims;
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uniform bool SwapXY = false;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float ScanlineVariation = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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float2 GetAdjustedCoords(float2 coord)
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{
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// center coordinates
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coord -= 0.5f;
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// apply screen scale
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coord *= ScreenScale;
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// un-center coordinates
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coord += 0.5f;
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// apply screen offset
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coord += ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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// clip border
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
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BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
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{
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// we don't use the clip function, because we don't clear the render target before
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
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float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = BaseCoord.y;
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ScanlineCoord += SwapXY
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? QuadDims.x <= SourceDims.x * 2.0f
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? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f
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: QuadDims.y <= SourceDims.y * 2.0f
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? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f;
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ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
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float ScanlineCoordJitter = ScanlineOffset * HalfPI;
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float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
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float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
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float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
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float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
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BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
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return BaseColor;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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