mame/hlsl/scanline.fx
W. M. Martinez e04d852034 HLSL: Move scanline to occur before defocus
On branch scanline
Changes to be committed:
	modified:   hlsl/post.fx
		Remove scanline effect
	new file:   hlsl/scanline.fx
		Separate scanline effect into its own shader
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
		Add scanline effect
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
		Add scanline effect
2018-09-14 16:38:18 -07:00

172 lines
4.7 KiB
HLSL

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