mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
1b373eb812
- added shadow mask type option to choose between "Screen" and "Source" tile mode ("Screen" is the default as before) - added bloom type option to choose between "Addition" and "Darken" blend mode ("Addition" is the default as before) - the alpha channel of a shadow mask is now filled with the background color of the screen by the amount of the inverted alpha value - added monochrome-matrix.png which can be used in combination with "Source" tile mode and "Darken" blend mode to simulate a STN LCD, for example
366 lines
9.3 KiB
HLSL
366 lines
9.3 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Effect File Variables
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//-----------------------------------------------------------------------------
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texture DiffuseA;
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texture DiffuseB;
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texture DiffuseC;
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texture DiffuseD;
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texture DiffuseE;
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texture DiffuseF;
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texture DiffuseG;
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texture DiffuseH;
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texture DiffuseI;
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texture DiffuseJ;
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texture DiffuseK;
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sampler DiffuseSampler0 = sampler_state
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{
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Texture = <DiffuseA>;
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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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sampler DiffuseSampler1 = sampler_state
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{
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Texture = <DiffuseB>;
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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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sampler DiffuseSampler2 = sampler_state
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{
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Texture = <DiffuseC>;
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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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sampler DiffuseSampler3 = sampler_state
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{
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Texture = <DiffuseD>;
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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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sampler DiffuseSampler4 = sampler_state
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{
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Texture = <DiffuseE>;
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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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sampler DiffuseSampler5 = sampler_state
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{
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Texture = <DiffuseF>;
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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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sampler DiffuseSampler6 = sampler_state
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{
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Texture = <DiffuseG>;
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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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sampler DiffuseSampler7 = sampler_state
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{
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Texture = <DiffuseH>;
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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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sampler DiffuseSampler8 = sampler_state
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{
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Texture = <DiffuseI>;
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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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sampler DiffuseSampler9 = sampler_state
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{
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Texture = <DiffuseJ>;
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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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sampler DiffuseSamplerA = sampler_state
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{
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Texture = <DiffuseK>;
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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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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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};
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struct VS_INPUT
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{
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float3 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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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float E = 2.7182817f;
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static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Funcions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(float2 seed)
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{
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// irrationals for pseudo randomness
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float2 i = float2(Gelfond, GelfondSchneider);
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return frac(cos(dot(seed, i)) * 123456.0f);
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}
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//-----------------------------------------------------------------------------
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// Bloom Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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uniform float4 Level01Size;
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uniform float4 Level23Size;
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uniform float4 Level45Size;
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uniform float4 Level67Size;
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uniform float4 Level89Size;
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uniform float2 LevelASize;
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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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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.Color = Input.Color;
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float2 TexCoord = Input.Position.xy / ScreenDims;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.TexCoord01.xy = TexCoord.xy;
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Output.TexCoord01.zw = TexCoord.xy + 0.5f / Level01Size.zw;
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Output.TexCoord23 = TexCoord.xyxy + 0.5f / Level23Size;
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Output.TexCoord45 = TexCoord.xyxy + 0.5f / Level45Size;
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Output.TexCoord67 = TexCoord.xyxy + 0.5f / Level67Size;
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Output.TexCoord89 = TexCoord.xyxy + 0.5f / Level89Size;
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Output.TexCoordA = TexCoord.xy + 0.5f / LevelASize;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Bloom Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float4 Level0123Weight;
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uniform float4 Level4567Weight;
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uniform float3 Level89AWeight;
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uniform int BloomType = 1; // blend mode: 0 addition, 1 darken
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uniform float BloomScale;
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uniform float3 BloomOverdrive;
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float3 GetNoiseFactor(float3 n, float random)
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{
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// smaller n become more noisy
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return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb;
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float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb;
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float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb;
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float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb;
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float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb;
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float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb;
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float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb;
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float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb;
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float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb;
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float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
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float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
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float3 blend;
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// addition
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if (BloomType == 0)
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{
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texel0 *= Level0123Weight.x;
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texel1 *= Level0123Weight.y;
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texel2 *= Level0123Weight.z;
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texel3 *= Level0123Weight.w;
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texel4 *= Level4567Weight.x;
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texel5 *= Level4567Weight.y;
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texel6 *= Level4567Weight.z;
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texel7 *= Level4567Weight.w;
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texel8 *= Level89AWeight.x;
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texel9 *= Level89AWeight.y;
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texelA *= Level89AWeight.z;
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float3 bloom = float3(
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texel1 +
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texel2 +
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texel3 +
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texel4 +
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texel5 +
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texel6 +
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texel7 +
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texel8 +
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texel9 +
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texelA) * BloomScale;
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float3 bloomOverdrive = max(0.0f, texel0 + bloom - 1.0f) * BloomOverdrive;
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bloom.r += bloomOverdrive.g * 0.5f;
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bloom.r += bloomOverdrive.b * 0.5f;
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bloom.g += bloomOverdrive.r * 0.5f;
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bloom.g += bloomOverdrive.b * 0.5f;
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bloom.b += bloomOverdrive.r * 0.5f;
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bloom.b += bloomOverdrive.g * 0.5f;
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float2 NoiseCoord = Input.TexCoord01.xy;
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float3 NoiseFactor = GetNoiseFactor(bloom, random(NoiseCoord));
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blend = texel0 + bloom * NoiseFactor;
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}
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// darken
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else
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{
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texel1 = min(texel0, texel1);
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texel2 = min(texel0, texel2);
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texel3 = min(texel0, texel3);
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texel4 = min(texel0, texel4);
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texel5 = min(texel0, texel5);
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texel6 = min(texel0, texel6);
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texel7 = min(texel0, texel7);
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texel8 = min(texel0, texel8);
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texel9 = min(texel0, texel9);
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texelA = min(texel0, texelA);
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blend = texel0 * Level0123Weight.x;
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blend = lerp(blend, texel1, Level0123Weight.y * BloomScale);
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blend = lerp(blend, texel2, Level0123Weight.z * BloomScale);
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blend = lerp(blend, texel3, Level0123Weight.w * BloomScale);
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blend = lerp(blend, texel4, Level4567Weight.x * BloomScale);
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blend = lerp(blend, texel5, Level4567Weight.y * BloomScale);
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blend = lerp(blend, texel6, Level4567Weight.z * BloomScale);
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blend = lerp(blend, texel7, Level4567Weight.w * BloomScale);
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blend = lerp(blend, texel8, Level89AWeight.x * BloomScale);
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blend = lerp(blend, texel9, Level89AWeight.y * BloomScale);
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blend = lerp(blend, texelA, Level89AWeight.z * BloomScale);
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}
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return float4(blend, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Bloom Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler0>; // 2048x2048
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Sampler[1] = <DiffuseSampler1>; // 1024x1024
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Sampler[2] = <DiffuseSampler2>; // 512x512
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Sampler[3] = <DiffuseSampler3>; // 256x256
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Sampler[4] = <DiffuseSampler4>; // 128x128
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Sampler[5] = <DiffuseSampler5>; // 64x64
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Sampler[6] = <DiffuseSampler6>; // 32x32
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Sampler[7] = <DiffuseSampler7>; // 16x16
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Sampler[8] = <DiffuseSampler8>; // 8x8
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Sampler[9] = <DiffuseSampler9>; // 4x4
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Sampler[10] = <DiffuseSamplerA>; // 2x2
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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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