mame/hlsl/post.fx
2013-08-30 01:05:13 +00:00

185 lines
5.6 KiB
HLSL

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture ShadowTexture;
sampler ShadowSampler = sampler_state
{
Texture = <ShadowTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 SourceRect;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
Output.TexCoord = Input.TexCoord + 0.5f / SourceDims;
return Output;
}
//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------
uniform float PI = 3.14159265f;
uniform float PincushionAmount = 0.00f;
uniform float CurvatureAmount = 0.08f;
uniform float ScanlineAlpha = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;
uniform float ShadowAlpha = 0.0f;
uniform float2 ShadowCount = float2(320.0f, 240.0f);
uniform float2 ShadowUV = float2(0.375f, 0.375f);
uniform float2 ShadowDims = float2(8.0f, 8.0f);
uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 UsedArea = 1.0f / SourceRect;
float2 HalfRect = SourceRect * 0.5f;
float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
// -- Screen Pincushion Calculation --
float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2;
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
BaseCoord -= HalfRect;
BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
BaseCoord += HalfRect;
BaseCoord += PincushionCurve;
ScanCoord -= HalfRect;
ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
ScanCoord += HalfRect;
ScanCoord += PincushionCurve;
float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2;
float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
float2 ScreenClipCoord = Input.TexCoord;
ScreenClipCoord -= HalfRect;
ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
ScreenClipCoord += HalfRect;
ScreenClipCoord += CurvatureClipCurve;
// RGB Pincushion Calculation
float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);
// -- Scanline Simulation --
float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
float3 Scanned = BaseTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
Scanned = Floor + (1.0f - Floor) * Scanned;
// Shadow mask
// Note: This is broken right now and needs fixed
float2 ShadowFrac = frac(BaseCoord * ShadowCount);
float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims;
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
// -- Final Pixel --
float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
Output.r = pow(Output.r, Power.r);
Output.g = pow(Output.g, Power.g);
Output.b = pow(Output.b, Power.b);
Output.a = 1.0f;
return Output;
}
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
technique ScanMaskTechnique
{
pass Pass0
{
Lighting = FALSE;
//Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}