mame/hlsl/downsample.fx
Ryan Holtz 35ef098e64 MAME Testers bugs fixed: 5201, 5202
- HLSL changes: [MooglyGuy]
 * Upped vertex buffer size to 64k verts, fixes assert in
   starwars and alphaone, please include the printed error
   message in any subsequent encounterings of the assert.
 * Improved vector rendering (beam width 1.5 suggested)
 * Ducked raster bloom default to 0.225 to reduce washout
2013-05-22 01:58:38 +00:00

105 lines
3 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
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;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Downsample Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenSize;
uniform float2 TargetSize;
uniform float2 SourceSize;
uniform float2 PrimRatio;
uniform float BloomRescale;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / ScreenSize;
Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(1.0f, 1.0f) / TargetSize;
//Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
//Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
//Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
//Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
return Output;
}
//-----------------------------------------------------------------------------
// Downsample Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
//float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
//float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
//float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
//float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
//return float4(outTexel.rgb, 1.0f);
return float4(texel0.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}