mame/hlsl/chroma.fx
Westley M. Martinez b5a54b761c HLSL Color Transforms and 3D LUT (#4043)
* Remove broken scanline uniform from post_pass

* Add 3D LUT to HLSL

* Allow individual LUTs for screen and UI

* WIP: Port 3D LUT to BGFX

* Finish porting LUT to BGFX

* Add individual phosphor color conversion for HLSL
	new file:   hlsl/chroma.fx
		Shader for converting xyY3 to sRGB
	modified:   hlsl/phosphor.fx
		Minor changes to emphasize idea that phosphors are color
agnostic
	modified:   hlsl/post.fx
		Conversion from signal RGB to xyY3
	modified:   src/osd/modules/render/d3d/d3dhlsl.cpp
	modified:   src/osd/modules/render/d3d/d3dhlsl.h
	modified:   src/osd/windows/winmain.cpp
	modified:   src/osd/windows/winmain.h

* Add phosphor examples and update presets

* Port phosphor color shaders to BGFX

* Fix missing newlines at EOF
2018-10-07 11:42:30 -04:00

122 lines
3.2 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:W. M. Martinez
//-----------------------------------------------------------------------------
// Phosphor Chromaticity to sRGB Transform 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;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Chroma Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool Passthrough;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0.0;
Output.Position = float4(Input.Position.xyz, 1.0);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0 - Output.Position.y; // flip y
Output.Position.xy -= 0.5; // center
Output.Position.xy *= 2.0; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Chroma Pixel Shader
//-----------------------------------------------------------------------------
uniform float3 YGain = float3(0.2126, 0.7152, 0.0722);
uniform float2 ChromaA = float2(0.630, 0.340);
uniform float2 ChromaB = float2(0.310, 0.595);
uniform float2 ChromaC = float2(0.155, 0.070);
static const float3x3 XYZ_TO_sRGB = {
3.2406, -1.5372, -0.4986,
-0.9689, 1.8758, 0.0415,
0.0557, -0.2040, 1.0570
};
float4 ps_main(PS_INPUT Input) : COLOR
{
const float4 cin = tex2D(DiffuseSampler, Input.TexCoord);
float4 cout = float4(0.0, 0.0, 0.0, cin.a);
const float3x2 xy = { ChromaA, ChromaB, ChromaC };
for (int i = 0; i < 3; ++i) {
const float Y = YGain[i] * cin[i];
const float X = xy[i].x * (Y / xy[i].y);
const float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y);
cout.rgb += mul(XYZ_TO_sRGB, float3(X, Y, Z));
}
return cout;
}
//-----------------------------------------------------------------------------
// Phosphor Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}