mirror of
https://github.com/mamedev/mame.git
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80d66bb1d6
- Fixed set_vector functionality and simplified shaders as a result - Fixed HLSL presets, 0 to 3, in increasing level of terribleness - Reduced options footprint from RGB triplets Next plan: Separate INI writing.
146 lines
4.9 KiB
HLSL
146 lines
4.9 KiB
HLSL
//-----------------------------------------------------------------------------
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// Deconvergence Effect
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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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//-----------------------------------------------------------------------------
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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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float3 CoordX : TEXCOORD0;
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float3 CoordY : TEXCOORD1;
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float2 TexCoord : TEXCOORD2;
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};
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struct VS_INPUT
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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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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float3 CoordX : TEXCOORD0;
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float3 CoordY : TEXCOORD1;
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float2 TexCoord : TEXCOORD2;
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};
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//-----------------------------------------------------------------------------
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// Deconvergence Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
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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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uniform float WidthRatio;
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uniform float HeightRatio;
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uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
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uniform float Prescale;
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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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float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth);
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float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
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float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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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 TexCoord = Input.TexCoord;
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Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawWidth) + 0.5f) * Ratios.x + ConvergeX * invDims.x;
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Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawHeight) + 0.5f) * Ratios.y + ConvergeY * invDims.y;
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Output.TexCoord = TexCoord;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Deconvergence Pixel Shader
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//-----------------------------------------------------------------------------
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight);
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float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio);
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float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio));
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float Deconverge = 1.0f - MagnetDistance / MagnetCenter;
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Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f);
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float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
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float2 TargetDims = float2(RawWidth, RawHeight);
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float2 DimOffset = 0.0f / TargetDims;
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float2 TexCoord = Input.TexCoord;
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float3 CoordX = Input.CoordX;
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float3 CoordY = Input.CoordY;
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CoordX = lerp(TexCoord.x, CoordX, Deconverge);
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CoordY = lerp(TexCoord.y, CoordY, Deconverge);
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float RedTexel = tex2D(DiffuseSampler, float2(CoordX.x, CoordY.x) - DimOffset).r;
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float GrnTexel = tex2D(DiffuseSampler, float2(CoordX.y, CoordY.y) - DimOffset).g;
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float BluTexel = tex2D(DiffuseSampler, float2(CoordX.z, CoordY.z) - DimOffset).b;
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//RedTexel *= Input.RedCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
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//RedTexel *= Input.RedCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
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//RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
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//RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
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//GrnTexel *= Input.GrnCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
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//GrnTexel *= Input.GrnCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
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//GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
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//GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
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//BluTexel *= Input.BluCoord.x < (WidthRatio / RawWidth) ? 0.0f : 1.0f;
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//BluTexel *= Input.BluCoord.y < (HeightRatio / RawHeight) ? 0.0f : 1.0f;
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//BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth) ? 0.0f : 1.0f;
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//BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight) ? 0.0f : 1.0f;
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return float4(RedTexel, GrnTexel, BluTexel, Alpha);
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}
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//-----------------------------------------------------------------------------
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// Deconvergence Effect
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//-----------------------------------------------------------------------------
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technique DeconvergeTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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