mame/hlsl/downsample.fx
ImJezze a70198a5fb HLSL shader improvements
- changed shadow mask implementation, shadow count XY now represent the
number of pixel the shadow UV sized tiles will take on the screen
- implemented rotation of the shadow mask texture depending on the
default landscape or portrait view of the screen
- removed prescale and pixel border of the shadow mask texture
- added option to change the shadow UV offset, to reduce the color
bleeding of the shadow mask
- adjusted presets to work with the changed mask implementation
- reduced defocus offset
- improved downsampling for better blurring
- improved alignment of bloom layers (raster and vector)
- applied bloom effect to the render output of screenshot and AVI
recording
- changed curvature effect to fit screen size
- changed scanlines to be not rendered into bloom layers
- changed shadow mask to be not rendered into bloom layers
- changed color floor to not light the bloom layers
- changed shadow mask to not dark the color floor
- added image vignetting simulation and option
- added round screen corner simulation and option
- added screen light reflection simulation and option
- made usage of unused brightness offset (additive)
- removed unused pincushion option
- removed duplicate shadow count Y options
- removed artwork/adapture.png
- added artwork/adapture-grill.png
- added artwork/shadow-mask.png
- added artwork/slot-mask.png
- added hlsl/simple.fx
- removed unused shaders::blit() function
- added shaders::screen_pass() function, which handles the
(raster-)rendering on screen, into screenshot and AVI recording
- added effect:set_bool() function
2015-05-03 14:41:05 +02:00

123 lines
3.3 KiB
HLSL

//-----------------------------------------------------------------------------
// 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 TargetSize;
uniform float2 Prescale = float2(8.0f, 8.0f);
uniform float BloomRescale;
uniform bool PrepareVector = false;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 TargetTexelSize = 1.0f / TargetSize;
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.xy *= 2.0f;
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
// Vector graphics is not prescaled it has the size of the screen
if (PrepareVector)
{
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize;
}
else
{
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale;
}
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 * BloomRescale;
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();
}
}