mame/hlsl/focus.fx
ImJezze 37f6ff0b65 Refactoring and Fixes
- removed position offset in post.fx
- fixed texture offset caused by 0th level of bloom.fx
- fixed texture offset caused by focus.fx
- changed Passthrough parameter in phosphor.fx to boolean
- simplified defocus pass function and calling it twice
- removed CU_PHOSPHOR_IGNORE (Passthrough) uniform, which was only used
in phosphor pass function and is now directly set
- added CU_TARGET_DIMS (TargetDims) uniform based on the current render
target
- fixed missing Prescal parameter in downsample pass function
- some code cleanup
2015-08-02 17:31:54 +02:00

139 lines
4 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// 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;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float2 TexCoord2 : TEXCOORD2;
float2 TexCoord3 : TEXCOORD3;
float2 TexCoord4 : TEXCOORD4;
float2 TexCoord5 : TEXCOORD5;
float2 TexCoord6 : TEXCOORD6;
float2 TexCoord7 : TEXCOORD7;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord0 : TEXCOORD0;
float2 TexCoord1 : TEXCOORD1;
float2 TexCoord2 : TEXCOORD2;
float2 TexCoord3 : TEXCOORD3;
float2 TexCoord4 : TEXCOORD4;
float2 TexCoord5 : TEXCOORD5;
float2 TexCoord6 : TEXCOORD6;
float2 TexCoord7 : TEXCOORD7;
};
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 Defocus = float2(0.0f, 0.0f);
float2 Coord1Offset = float2(-0.2f, -0.6f);
float2 Coord2Offset = float2( 0.4f, -0.4f);
float2 Coord3Offset = float2( 0.6f, 0.2f);
float2 Coord4Offset = float2( 0.2f, 0.6f);
float2 Coord5Offset = float2(-0.4f, 0.6f);
float2 Coord6Offset = float2(-0.6f, 0.2f);
float2 Coord7Offset = float2(-0.6f, -0.4f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 TargetTexelDims = 1.0f / TargetDims;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
float2 TexCoord = Input.TexCoord + 0.5f / TargetDims;
Output.TexCoord0 = TexCoord;
Output.TexCoord1 = TexCoord + Coord1Offset * TargetTexelDims * Defocus;
Output.TexCoord2 = TexCoord + Coord2Offset * TargetTexelDims * Defocus;
Output.TexCoord3 = TexCoord + Coord3Offset * TargetTexelDims * Defocus;
Output.TexCoord4 = TexCoord + Coord4Offset * TargetTexelDims * Defocus;
Output.TexCoord5 = TexCoord + Coord5Offset * TargetTexelDims * Defocus;
Output.TexCoord6 = TexCoord + Coord6Offset * TargetTexelDims * Defocus;
Output.TexCoord7 = TexCoord + Coord7Offset * TargetTexelDims * Defocus;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb;
float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb;
float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb;
float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb;
float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb;
float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb;
float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
blurred = lerp(d0.rgb, blurred, 1.0f);
return float4(blurred, d0.a);
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}