mame/hlsl/deconverge.fx
Ryan Holtz 2820e31451 HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- Potential fix for some crashing reported by John IV
- Split color convolution and deconvergence into separate shaders for potential GPU savings down the line
- Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed
- Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor.
- Removed Edge Detection, as it was just for fun and can easily be added in by users if desired.
- Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
2011-05-18 00:35:16 +00:00

130 lines
4.2 KiB
HLSL

//-----------------------------------------------------------------------------
// Deconvergence 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 RedCoord : TEXCOORD0;
float2 GrnCoord : TEXCOORD1;
float2 BluCoord : TEXCOORD2;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 RedCoord : TEXCOORD0;
float2 GrnCoord : TEXCOORD1;
float2 BluCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float RedConvergeX;
uniform float RedConvergeY;
uniform float GrnConvergeX;
uniform float GrnConvergeY;
uniform float BluConvergeX;
uniform float BluConvergeY;
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
uniform float RedRadialConvergeX;
uniform float RedRadialConvergeY;
uniform float GrnRadialConvergeX;
uniform float GrnRadialConvergeY;
uniform float BluRadialConvergeX;
uniform float BluRadialConvergeY;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth);
float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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;
float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
float2 TexCoord = (Input.Position.xy * InvTexSize);
TexCoord = TexCoord;// + float2(0.5f / TargetWidth, 0.5f / TargetHeight);// * float2(WidthRatio, HeightRatio);//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
Output.RedCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x;
Output.GrnCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
Output.BluCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
Output.RedCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y;
Output.GrnCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float RedTexel = tex2D(DiffuseSampler, Input.RedCoord).r;
float GrnTexel = tex2D(DiffuseSampler, Input.GrnCoord).g;
float BluTexel = tex2D(DiffuseSampler, Input.BluCoord).b;
return float4(RedTexel, GrnTexel, BluTexel, 1.0f);
}
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}