mame/hlsl/downsample.fx
ImJezze 062e6e0383 Refactoring, Fixes and Cleanup
- added distortion pass, which is applied after the bloom pass
- moved vignetting, curvature, round corners and reflection effect to
distortion pass
- disabled distortion pass for multi screens and activated artworks due
to not yet fixed misalignments
- disabled scanlines for vector rendering in post pass shader
- removed prescale knowledge from downsample, bloom and post pass shader
- fixed half pixel offset in most shaders
- fixed position of reflection effect when screen is rotated or flipped
- fixed roundness of round corners in any aspect ratio
- fixed shadow mask bleeding (nearly completly)
- added bounds() and screen_bounds() getter to layout_view
- added current_view() getter to render_target
- some cleanup and refactoring
2015-09-26 18:22:51 +02:00

113 lines
3 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Downsample Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool PrepareVector;
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
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += PrepareVector
? 0.5f / TargetDims // half texel offset correction (DX9)
: 0.0f;
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelDims;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelDims;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelDims;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelDims;
return Output;
}
//-----------------------------------------------------------------------------
// Downsample Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
return float4(outTexel.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}