mame/hlsl/pincushion.fx

126 lines
3.2 KiB
HLSL

//-----------------------------------------------------------------------------
// Pincushion Post-Processing Effect
//-----------------------------------------------------------------------------
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 RedCoord : TEXCOORD2;
float2 GreenCoord : TEXCOORD3;
float2 BlueCoord : TEXCOORD4;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 RedCoord : TEXCOORD2;
float2 GreenCoord : TEXCOORD3;
float2 BlueCoord : TEXCOORD4;
};
//-----------------------------------------------------------------------------
// Post-Processing 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;
float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
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;
Output.TexCoord = Input.TexCoord;
Output.TexCoord.x -= 0.25f;
Output.TexCoord.y -= 0.25f;
Output.TexCoord.x -= 0.5f;
Output.TexCoord.y -= 0.5f;
Output.TexCoord.x /= 18.0f * (TargetWidth / RawWidth);
Output.TexCoord.y /= 18.0f * (TargetHeight / RawHeight);
Output.TexCoord.x += 0.5f;
Output.TexCoord.y += 0.5f;
return Output;
}
//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------
uniform float PI = 3.14159265f;
uniform float PincushionAmountX = 0.1f;
uniform float PincushionAmountY = 0.1f;
uniform float WidthRatio;
uniform float HeightRatio;
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 Ratios = float2(WidthRatio, HeightRatio);
// -- Screen Pincushion Calculation --
float2 UnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float PincushionR2 = pow(length(UnitCoord),2.0f) / pow(length(Ratios), 2.0f);
float2 PincushionCurve = UnitCoord * PincushionAmountX * PincushionR2;
float2 BaseCoord = Input.TexCoord + PincushionCurve;
return tex2D(DiffuseSampler, BaseCoord);
}
//-----------------------------------------------------------------------------
// Post-Processing Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}