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https://github.com/mamedev/mame.git
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b5a54b761c
* Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
279 lines
7.5 KiB
HLSL
279 lines
7.5 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Shadowmask Effect
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//-----------------------------------------------------------------------------
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#define MONOCHROME 1
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#define DICHROME 2
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#define TRICHROME 3
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <DiffuseTexture>;
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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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texture ShadowTexture;
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sampler ShadowSampler = sampler_state
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{
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Texture = <ShadowTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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AddressW = WRAP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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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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};
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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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float2 ScreenCoord : 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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float2 ScreenCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927;
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static const float HalfPI = PI * 0.5;
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//-----------------------------------------------------------------------------
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// Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 TargetDims;
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uniform float2 TargetScale;
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uniform float2 QuadDims;
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uniform float2 ShadowDims = float2(32.0, 32.0); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowUVOffset = float2(0.0, 0.0);
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uniform bool SwapXY = false;
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uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
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uniform bool VectorScreen = false;
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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, 1.0);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0 - Output.Position.y; // flip y
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Output.Position.xy -= 0.5; // center
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Output.Position.xy *= 2.0; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += PrepareBloom
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? 0.0 // use half texel offset (DX9) to do the blur for first bloom layer
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: 0.5 / TargetDims; // fix half texel offset (DX9)
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Output.ScreenCoord = Input.Position.xy / ScreenDims;
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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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// Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarDesync = 60.0 / 59.94 - 1.0; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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uniform float HumBarAlpha = 0.0;
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uniform float TimeMilliseconds = 0.0;
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uniform float2 ScreenScale = float2(1.0, 1.0);
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uniform float2 ScreenOffset = float2(0.0, 0.0);
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uniform float3 BackColor = float3(0.0, 0.0, 0.0);
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uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
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uniform float ShadowAlpha = 0.0;
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uniform float2 ShadowCount = float2(6.0, 6.0);
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uniform float2 ShadowUV = float2(0.25, 0.25);
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uniform float3 Power = float3(1.0, 1.0, 1.0);
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uniform float3 Floor = float3(0.0, 0.0, 0.0);
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uniform int ChromaMode = 3;
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uniform float3 ConversionGain = float3(0.0, 0.0, 0.0);
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float2 GetAdjustedCoords(float2 coord)
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{
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// center coordinates
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coord -= 0.5;
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// apply screen scale
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coord *= ScreenScale;
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// un-center coordinates
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coord += 0.5;
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// apply screen offset
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coord += ScreenOffset;
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return coord;
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}
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float2 GetShadowCoord(float2 TargetCoord, float2 SourceCoord)
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{
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// base-target dimensions (without oversampling)
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float2 BaseTargetDims = TargetDims / TargetScale;
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BaseTargetDims = SwapXY
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? BaseTargetDims.yx
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: BaseTargetDims.xy;
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float2 canvasCoord = ShadowTileMode == 0
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? TargetCoord + ShadowUVOffset / BaseTargetDims
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: SourceCoord + ShadowUVOffset / SourceDims;
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float2 canvasTexelDims = ShadowTileMode == 0
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? 1.0 / BaseTargetDims
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: 1.0 / SourceDims;
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float2 shadowDims = ShadowDims;
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float2 shadowUV = ShadowUV;
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float2 shadowCount = ShadowCount;
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// swap x/y in screen mode (not source mode)
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canvasCoord = ShadowTileMode == 0 && SwapXY
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? canvasCoord.yx
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: canvasCoord.xy;
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// swap x/y in screen mode (not source mode)
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shadowCount = ShadowTileMode == 0 && SwapXY
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = canvasTexelDims * shadowCount;
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float2 shadowFrac = frac(canvasCoord / shadowTile);
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// swap x/y in screen mode (not source mode)
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shadowFrac = ShadowTileMode == 0 && SwapXY
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? shadowFrac.yx
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: shadowFrac.xy;
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float2 shadowCoord = (shadowFrac * shadowUV);
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shadowCoord += ShadowTileMode == 0
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? 0.5 / shadowDims // fix half texel offset (DX9)
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: 0.0;
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return shadowCoord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenCoord = Input.ScreenCoord;
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0;
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// clip border
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if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 ||
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BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
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{
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// we don't use the clip function, because we don't clear the render target before
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return float4(0.0, 0.0, 0.0, 1.0);
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}
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// Color Compression (may not affect bloom)
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if (!PrepareBloom)
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{
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// increasing the floor of the signal without affecting the ceiling
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BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
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}
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// Color Power (may affect bloom)
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BaseColor.r = pow(BaseColor.r, Power.r);
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BaseColor.g = pow(BaseColor.g, Power.g);
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BaseColor.b = pow(BaseColor.b, Power.b);
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// Hum Bar Simulation (may not affect vector screen)
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if (!PrepareBloom && !VectorScreen && HumBarAlpha > 0.0)
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{
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float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
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float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha;
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BaseColor.rgb *= HumBarBrightness;
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0)
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{
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float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0, ShadowColor.rgb, ShadowAlpha);
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float ShadowMaskClear = (1.0 - ShadowColor.a) * ShadowAlpha;
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// apply shadow mask color
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BaseColor.rgb *= ShadowMaskColor;
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// clear shadow mask by background color
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BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
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}
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// Preparation for phosphor color conversion
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if (ChromaMode == MONOCHROME) {
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BaseColor.r = dot(ConversionGain, BaseColor.rgb);
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BaseColor.gb = float2(BaseColor.r, BaseColor.r);
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} else if (ChromaMode == DICHROME) {
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BaseColor.r = dot(ConversionGain.rg, BaseColor.rg);
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BaseColor.g = BaseColor.r;
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}
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return BaseColor;
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}
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//-----------------------------------------------------------------------------
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// Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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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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