mame/hlsl/phosphor.fx

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//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
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;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
Output.TexCoord = Input.Position.xy * InvTexSize;
Output.TexCoord += 0.5f / float2(TargetWidth, TargetHeight);
Output.PrevCoord = Output.TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
uniform float RedPhosphor = 0.0f;
uniform float GreenPhosphor = 0.0f;
uniform float BluePhosphor = 0.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(RedPhosphor, GreenPhosphor, BluePhosphor);
float RedMax = max(CurrPix.r, PrevPix.r);
float GreenMax = max(CurrPix.g, PrevPix.g);
float BlueMax = max(CurrPix.b, PrevPix.b);
return float4(RedMax, GreenMax, BlueMax, CurrPix.a);
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
//Sampler[0] = <DiffuseSampler>;
//Sampler[1] = <PreviousSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}