mirror of
https://github.com/mamedev/mame.git
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127 lines
3.8 KiB
HLSL
127 lines
3.8 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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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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//float2 RedCoord : TEXCOORD0;
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//float2 GrnCoord : TEXCOORD1;
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//float2 BluCoord : TEXCOORD2;
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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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float2 Unused : TEXCOORD1;
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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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//float2 RedCoord : TEXCOORD0;
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//float2 GrnCoord : TEXCOORD1;
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//float2 BluCoord : TEXCOORD2;
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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 float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 SourceRect;
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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 invDims = 1.0f / SourceDims;
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float2 Ratios = SourceRect;
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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;
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Output.Position.xy -= 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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float2 RadialRed = float2(RadialConvergeX.x, RadialConvergeY.x);
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float2 RadialGrn = float2(RadialConvergeX.y, RadialConvergeY.y);
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float2 RadialBlu = float2(RadialConvergeX.z, RadialConvergeY.z);
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float2 ConvergeRed = float2(ConvergeX.x, ConvergeY.x);
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float2 ConvergeGrn = float2(ConvergeX.y, ConvergeY.y);
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float2 ConvergeBlu = float2(ConvergeX.z, ConvergeY.z);
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float2 ScaledRatio = ((TexCoord * SourceRect) - 0.5f);
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Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / SourceDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x;
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Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / SourceDims.y) + 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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float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
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float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r;
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float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g;
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float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b;
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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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