mame/hlsl/bloom.fx
2013-05-22 08:03:01 +00:00

250 lines
5.9 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture DiffuseA;
texture DiffuseB;
texture DiffuseC;
texture DiffuseD;
texture DiffuseE;
texture DiffuseF;
texture DiffuseG;
texture DiffuseH;
texture DiffuseI;
texture DiffuseJ;
texture DiffuseK;
sampler DiffuseSampler0 = sampler_state
{
Texture = <DiffuseA>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler1 = sampler_state
{
Texture = <DiffuseB>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler2 = sampler_state
{
Texture = <DiffuseC>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler3 = sampler_state
{
Texture = <DiffuseD>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler4 = sampler_state
{
Texture = <DiffuseE>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler5 = sampler_state
{
Texture = <DiffuseF>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler6 = sampler_state
{
Texture = <DiffuseG>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler7 = sampler_state
{
Texture = <DiffuseH>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler8 = sampler_state
{
Texture = <DiffuseI>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler9 = sampler_state
{
Texture = <DiffuseJ>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSamplerA = sampler_state
{
Texture = <DiffuseK>;
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;
float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Bloom Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 TargetSize;
uniform float2 SourceSize;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= TargetSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
Output.TexCoord = Input.Position.xy * inversePixel - float2(0.5f, 0.5f) * inversePixel;
return Output;
}
//-----------------------------------------------------------------------------
// Bloom Pixel Shader
//-----------------------------------------------------------------------------
uniform float4 Level0123Weight;
uniform float4 Level4567Weight;
uniform float3 Level89AWeight;
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb;
float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb;
float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb;
float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb;
float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb;
float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb;
float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb;
float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb;
float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb;
float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb;
float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb;
texel0 = texel0 * Level0123Weight.x;
texel1 = texel1 * Level0123Weight.y;
texel2 = texel2 * Level0123Weight.z;
texel3 = texel3 * Level0123Weight.w;
texel4 = texel4 * Level4567Weight.x;
texel5 = texel5 * Level4567Weight.y;
texel6 = texel6 * Level4567Weight.z;
texel7 = texel7 * Level4567Weight.w;
texel8 = texel8 * Level89AWeight.x;
texel9 = texel9 * Level89AWeight.y;
texelA = texelA * Level89AWeight.z;
float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 +
texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f);
return sum;
}
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler0>; // 2048x2048
Sampler[1] = <DiffuseSampler1>; // 1024x1024
Sampler[2] = <DiffuseSampler2>; // 512x512
Sampler[3] = <DiffuseSampler3>; // 256x256
Sampler[4] = <DiffuseSampler4>; // 128x128
Sampler[5] = <DiffuseSampler5>; // 64x64
Sampler[6] = <DiffuseSampler6>; // 32x32
Sampler[7] = <DiffuseSampler7>; // 16x16
Sampler[8] = <DiffuseSampler8>; // 8x8
Sampler[9] = <DiffuseSampler9>; // 4x4
Sampler[10] = <DiffuseSamplerA>; // 2x2
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}