mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
127 lines
3.1 KiB
HLSL
127 lines
3.1 KiB
HLSL
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//-----------------------------------------------------------------------------
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// Effect File Variables
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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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texture LastPass;
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sampler PreviousSampler = sampler_state
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{
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Texture = <LastPass>;
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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_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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float2 PrevCoord : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 ExtraInfo : TEXCOORD1;
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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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float2 PrevCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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Output.TexCoord = Input.Position.xy * InvTexSize;
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Output.TexCoord += 0.5f / float2(TargetWidth, TargetHeight);
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Output.PrevCoord = Output.TexCoord;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float RedPhosphor = 0.0f;
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uniform float GreenPhosphor = 0.0f;
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uniform float BluePhosphor = 0.0f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
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float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(RedPhosphor, GreenPhosphor, BluePhosphor);
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float RedMax = max(CurrPix.r, PrevPix.r);
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float GreenMax = max(CurrPix.g, PrevPix.g);
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float BlueMax = max(CurrPix.b, PrevPix.b);
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return float4(RedMax, GreenMax, BlueMax, CurrPix.a);
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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//Sampler[0] = <DiffuseSampler>;
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//Sampler[1] = <PreviousSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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