mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
37f6ff0b65
- 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
97 lines
2.3 KiB
HLSL
97 lines
2.3 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Effect File Variables
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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 TexCoord : TEXCOORD0;
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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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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform bool PostPass;
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uniform float Brighten;
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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.TexCoord = PostPass
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? Input.Position.xy / ScreenDims
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: Input.TexCoord;
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Simple 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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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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return BaseTexel * (Input.Color + float4(Brighten, Brighten, Brighten, 0.0f));
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}
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//-----------------------------------------------------------------------------
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// Simple 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] = <DiffuseSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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