mame/hlsl/deconverge.fx

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2015-05-12 09:18:09 +02:00
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
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;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
uniform float2 SourceRect;
uniform float2 TargetDims;
uniform float2 QuadDims;
uniform bool SwapXY = false;
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 HalfSourceRect = SourceRect * 0.5f;
float2 QuadRatio =
float2(1.0f, SwapXY
? QuadDims.y / QuadDims.x
: QuadDims.x / QuadDims.y);
// imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
float2 FixedTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio;
Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // toom
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
Output.TexCoordX = TexCoord.xxx;
Output.TexCoordY = TexCoord.yyy;
// center coordinates
Output.TexCoordX -= HalfSourceRect.xxx;
Output.TexCoordY -= HalfSourceRect.yyy;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
float2 radialConvergeOffset = 2.0f / SourceRect;
// radial converge
Output.TexCoordX *= 1.0f + RadialConvergeX * FixedTexelDims.xxx * radialConvergeOffset.xxx;
Output.TexCoordY *= 1.0f + RadialConvergeY * FixedTexelDims.yyy * radialConvergeOffset.yyy;
// un-center coordinates
Output.TexCoordX += HalfSourceRect.xxx;
Output.TexCoordY += HalfSourceRect.yyy;
// linear converge
Output.TexCoordX += ConvergeX * FixedTexelDims.xxx;
Output.TexCoordY += ConvergeY * FixedTexelDims.yyy;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float r = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).r;
float g = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).g;
float b = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).b;
return float4(r, g, b, 1.0f);
}
//-----------------------------------------------------------------------------
// Deconvergence Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}