mame/hlsl/vector.fx

88 lines
2.5 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float2 TimeParams;
uniform float3 LengthParams;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
Output.TexCoord = Input.Position.xy / float2(TargetWidth, TargetHeight);
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
// TimeParams.x: Frame time of the vector
// TimeParams.y: How much frame time affects the vector's fade
// LengthParams.x: Length of the vector
// LengthParams.y: How much length affects the vector's fade
// LengthParams.z: Size at which fade is maximum
float4 ps_main(PS_INPUT Input) : COLOR
{
float timeModulate = lerp(1.0f, TimeParams.x, TimeParams.y) * 2.0;
float lengthModulate = clamp(1.0f - LengthParams.x / LengthParams.z, 0.0f, 1.0f);
lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y) * 2.0;
float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 2.5;
return outColor;
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}