mame/hlsl/color.fx
ImJezze 1b373eb812 Extended Shadow Mask and Bloom functionality
- added shadow mask type option to choose between "Screen" and "Source"
tile mode ("Screen" is the default as before)
- added bloom type option to choose between "Addition" and "Darken"
blend mode ("Addition" is the default as before)
- the alpha channel of a shadow mask is now filled with the background
color of the screen by the amount of the inverted alpha value
- added monochrome-matrix.png which can be used in combination with
"Source" tile mode and "Darken" blend mode to simulate a STN LCD, for
example
2015-12-25 20:02:47 +01:00

117 lines
3.1 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Color-Convolution Effect
//-----------------------------------------------------------------------------
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 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;
};
//-----------------------------------------------------------------------------
// Post-Processing Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
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; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------
uniform float3 RedRatios = float3(1.0f, 0.0f, 0.0f);
uniform float3 GrnRatios = float3(0.0f, 1.0f, 0.0f);
uniform float3 BluRatios = float3(0.0f, 0.0f, 1.0f);
uniform float3 Offset = float3(0.0f, 0.0f, 0.0f);
uniform float3 Scale = float3(1.0f, 1.0f, 1.0f);
uniform float Saturation = 1.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
float3 OutRGB = BaseTexel.rgb;
// RGB Tint & Shift
float ShiftedRed = dot(OutRGB, RedRatios);
float ShiftedGrn = dot(OutRGB, GrnRatios);
float ShiftedBlu = dot(OutRGB, BluRatios);
// RGB Scale & Offset
float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
// Saturation
float3 Grayscale = float3(0.299f, 0.587f, 0.114f);
float OutLuma = dot(OutTexel, Grayscale);
float3 OutChroma = OutTexel - OutLuma;
float3 Saturated = OutLuma + OutChroma * Saturation;
return float4(Saturated, BaseTexel.a);
}
//-----------------------------------------------------------------------------
// Color-Convolution Technique
//-----------------------------------------------------------------------------
technique ColorTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}