mame/hlsl/focus.fx

133 lines
4.1 KiB
HLSL
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2015-05-24 14:53:26 +02:00
// license:BSD-3-Clause
2015-05-12 09:18:09 +02:00
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Defocus Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
HLSL shader improvements - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
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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 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Defocus Vertex Shader
//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
HLSL shader improvements - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
2015-05-03 14:41:05 +02:00
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; // zoom
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
HLSL shader improvements - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
2015-05-03 14:41:05 +02:00
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Defocus Pixel Shader
//-----------------------------------------------------------------------------
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
static const float2 Coord1Offset = float2( 0.75f, 0.50f);
static const float2 Coord2Offset = float2( 0.25f, 1.00f);
static const float2 Coord3Offset = float2(-0.50f, 0.75f);
static const float2 Coord4Offset = float2(-1.00f, 0.25f);
static const float2 Coord5Offset = float2(-0.75f, -0.50f);
static const float2 Coord6Offset = float2(-0.25f, -1.00f);
static const float2 Coord7Offset = float2( 0.50f, -0.75f);
static const float2 Coord8Offset = float2( 1.00f, -0.25f);
float4 ps_main(PS_INPUT Input) : COLOR
{
// we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
float2 defocus = SwapXY ? Defocus.yx : Defocus.xy;
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
float2 DefocusTexelDims = defocus * TexelDims;
float4 d = tex2D(DiffuseSampler, Input.TexCoord);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
float3 d2 = tex2D(DiffuseSampler, Input.TexCoord + Coord2Offset * DefocusTexelDims).rgb;
float3 d3 = tex2D(DiffuseSampler, Input.TexCoord + Coord3Offset * DefocusTexelDims).rgb;
float3 d4 = tex2D(DiffuseSampler, Input.TexCoord + Coord4Offset * DefocusTexelDims).rgb;
float3 d5 = tex2D(DiffuseSampler, Input.TexCoord + Coord5Offset * DefocusTexelDims).rgb;
float3 d6 = tex2D(DiffuseSampler, Input.TexCoord + Coord6Offset * DefocusTexelDims).rgb;
float3 d7 = tex2D(DiffuseSampler, Input.TexCoord + Coord7Offset * DefocusTexelDims).rgb;
float3 d8 = tex2D(DiffuseSampler, Input.TexCoord + Coord8Offset * DefocusTexelDims).rgb;
float3 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f;
blurred = lerp(d.rgb, blurred, 1.0f);
return float4(blurred, d.a);
}
//-----------------------------------------------------------------------------
// Defocus Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
HLSL shader improvements - changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
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PixelShader = compile ps_2_0 ps_main();
}
}