mirror of
https://github.com/mamedev/mame.git
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155 lines
4.2 KiB
HLSL
155 lines
4.2 KiB
HLSL
//-----------------------------------------------------------------------------
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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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float2 ExtraInfo : TEXCOORD1;
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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 ExtraInfo : 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 ExtraInfo : TEXCOORD1;
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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 float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float WidthRatio;
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uniform float HeightRatio;
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uniform float YIQEnable;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.TexCoord;
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Output.ExtraInfo = Input.ExtraInfo;
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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 float RedFromRed = 1.0f;
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uniform float RedFromGrn = 0.0f;
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uniform float RedFromBlu = 0.0f;
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uniform float GrnFromRed = 0.0f;
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uniform float GrnFromGrn = 1.0f;
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uniform float GrnFromBlu = 0.0f;
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uniform float BluFromRed = 0.0f;
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uniform float BluFromGrn = 0.0f;
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uniform float BluFromBlu = 1.0f;
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uniform float RedOffset = 0.0f;
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uniform float GrnOffset = 0.0f;
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uniform float BluOffset = 0.0f;
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uniform float RedScale = 1.0f;
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uniform float GrnScale = 1.0f;
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uniform float BluScale = 1.0f;
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uniform float RedFloor = 0.0f;
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uniform float GrnFloor = 0.0f;
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uniform float BluFloor = 0.0f;
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uniform float Saturation = 1.0f;
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uniform float RedPower = 2.2f;
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uniform float GrnPower = 2.2f;
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uniform float BluPower = 2.2f;
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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 + 0.5f / float2(RawWidth, RawHeight));
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float3 OutRGB = BaseTexel.rgb;
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// -- RGB Tint & Shift --
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float ShiftedRed = dot(OutRGB, float3(RedFromRed, RedFromGrn, RedFromBlu));
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float ShiftedGrn = dot(OutRGB, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
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float ShiftedBlu = dot(OutRGB, float3(BluFromRed, BluFromGrn, BluFromBlu));
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// -- RGB Offset & Scale --
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float3 RGBScale = float3(RedScale, GrnScale, BluScale);
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float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
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float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift;
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// -- Saturation --
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float3 Gray = float3(0.3f, 0.59f, 0.11f);
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float OutLuma = dot(OutTexel, Gray);
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float3 OutChroma = OutTexel - OutLuma;
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float3 Saturated = OutLuma + OutChroma * Saturation;
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OutRGB.r = pow(Saturated.r, RedPower);
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OutRGB.g = pow(Saturated.g, GrnPower);
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OutRGB.b = pow(Saturated.b, BluPower);
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
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return float4(OutRGB, 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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