mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
1b373eb812
- 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
117 lines
3.1 KiB
HLSL
117 lines
3.1 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Color-Convolution Effect
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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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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 Unused : TEXCOORD1;
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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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// Post-Processing Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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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 = Input.TexCoord;
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Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)
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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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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 RedRatios = float3(1.0f, 0.0f, 0.0f);
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uniform float3 GrnRatios = float3(0.0f, 1.0f, 0.0f);
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uniform float3 BluRatios = float3(0.0f, 0.0f, 1.0f);
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uniform float3 Offset = float3(0.0f, 0.0f, 0.0f);
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uniform float3 Scale = float3(1.0f, 1.0f, 1.0f);
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uniform float Saturation = 1.0f;
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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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float3 OutRGB = BaseTexel.rgb;
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// RGB Tint & Shift
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float ShiftedRed = dot(OutRGB, RedRatios);
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float ShiftedGrn = dot(OutRGB, GrnRatios);
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float ShiftedBlu = dot(OutRGB, BluRatios);
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// RGB Scale & Offset
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float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
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// Saturation
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float3 Grayscale = float3(0.299f, 0.587f, 0.114f);
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float OutLuma = dot(OutTexel, Grayscale);
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float3 OutChroma = OutTexel - OutLuma;
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float3 Saturated = OutLuma + OutChroma * Saturation;
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return float4(Saturated, BaseTexel.a);
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}
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//-----------------------------------------------------------------------------
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// Color-Convolution Technique
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//-----------------------------------------------------------------------------
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technique ColorTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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