mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
304 lines
7.6 KiB
HLSL
304 lines
7.6 KiB
HLSL
// license:GPL-2.0+
|
|
// copyright-holders:Ryan Holtz,ImJezze
|
|
//-----------------------------------------------------------------------------
|
|
// Effect File Variables
|
|
//-----------------------------------------------------------------------------
|
|
|
|
texture DiffuseA;
|
|
texture DiffuseB;
|
|
texture DiffuseC;
|
|
texture DiffuseD;
|
|
texture DiffuseE;
|
|
texture DiffuseF;
|
|
texture DiffuseG;
|
|
texture DiffuseH;
|
|
texture DiffuseI;
|
|
texture DiffuseJ;
|
|
texture DiffuseK;
|
|
|
|
sampler DiffuseSampler0 = sampler_state
|
|
{
|
|
Texture = <DiffuseA>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler1 = sampler_state
|
|
{
|
|
Texture = <DiffuseB>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler2 = sampler_state
|
|
{
|
|
Texture = <DiffuseC>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler3 = sampler_state
|
|
{
|
|
Texture = <DiffuseD>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler4 = sampler_state
|
|
{
|
|
Texture = <DiffuseE>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler5 = sampler_state
|
|
{
|
|
Texture = <DiffuseF>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler6 = sampler_state
|
|
{
|
|
Texture = <DiffuseG>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler7 = sampler_state
|
|
{
|
|
Texture = <DiffuseH>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler8 = sampler_state
|
|
{
|
|
Texture = <DiffuseI>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSampler9 = sampler_state
|
|
{
|
|
Texture = <DiffuseJ>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
sampler DiffuseSamplerA = sampler_state
|
|
{
|
|
Texture = <DiffuseK>;
|
|
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;
|
|
float4 TexCoord45 : TEXCOORD2;
|
|
float4 TexCoord67 : TEXCOORD3;
|
|
float4 TexCoord89 : TEXCOORD4;
|
|
float2 TexCoordA : TEXCOORD5;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float3 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float4 TexCoord01 : TEXCOORD0;
|
|
float4 TexCoord23 : TEXCOORD1;
|
|
float4 TexCoord45 : TEXCOORD2;
|
|
float4 TexCoord67 : TEXCOORD3;
|
|
float4 TexCoord89 : TEXCOORD4;
|
|
float2 TexCoordA : TEXCOORD5;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bloom Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float2 ScreenDims;
|
|
|
|
uniform float2 Prescale = float2(8.0f, 8.0f);
|
|
|
|
uniform float4 Level01Size;
|
|
uniform float4 Level23Size;
|
|
uniform float4 Level45Size;
|
|
uniform float4 Level67Size;
|
|
uniform float4 Level89Size;
|
|
uniform float2 LevelASize;
|
|
|
|
uniform bool PrepareVector = false;
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT Input)
|
|
{
|
|
VS_OUTPUT Output = (VS_OUTPUT)0;
|
|
|
|
float2 ScreenDimsTexel = 1.0f / ScreenDims;
|
|
|
|
float2 HalfPrescale = Prescale * 0.5f;
|
|
|
|
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;
|
|
|
|
// Vector graphics is not prescaled it has the size of the screen
|
|
if (PrepareVector)
|
|
{
|
|
Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level01Size;
|
|
Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level23Size;
|
|
Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level45Size;
|
|
Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level67Size;
|
|
Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level89Size;
|
|
Output.TexCoordA = Input.Position.xy / ScreenDims.xy + 1.0f / LevelASize;
|
|
}
|
|
else
|
|
{
|
|
Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level01Size;
|
|
Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level23Size;
|
|
Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level45Size;
|
|
Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level67Size;
|
|
Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level89Size;
|
|
Output.TexCoordA = Input.Position.xy / ScreenDims.xy + HalfPrescale.xy / LevelASize;
|
|
}
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bloom Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float4 Level0123Weight;
|
|
uniform float4 Level4567Weight;
|
|
uniform float3 Level89AWeight;
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb;
|
|
float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb;
|
|
float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb;
|
|
float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb;
|
|
float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb;
|
|
float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb;
|
|
float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb;
|
|
float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb;
|
|
float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb;
|
|
float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
|
|
float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
|
|
|
|
texel0 = texel0 * Level0123Weight.x;
|
|
texel1 = texel1 * Level0123Weight.y;
|
|
texel2 = texel2 * Level0123Weight.z;
|
|
texel3 = texel3 * Level0123Weight.w;
|
|
texel4 = texel4 * Level4567Weight.x;
|
|
texel5 = texel5 * Level4567Weight.y;
|
|
texel6 = texel6 * Level4567Weight.z;
|
|
texel7 = texel7 * Level4567Weight.w;
|
|
texel8 = texel8 * Level89AWeight.x;
|
|
texel9 = texel9 * Level89AWeight.y;
|
|
texelA = texelA * Level89AWeight.z;
|
|
|
|
float4 sum = float4(
|
|
texel0 +
|
|
texel1 +
|
|
texel2 +
|
|
texel3 +
|
|
texel4 +
|
|
texel5 +
|
|
texel6 +
|
|
texel7 +
|
|
texel8 +
|
|
texel9 +
|
|
texelA, 1.0f);
|
|
return sum;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Downsample Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique TestTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
Lighting = FALSE;
|
|
|
|
Sampler[0] = <DiffuseSampler0>; // 2048x2048
|
|
Sampler[1] = <DiffuseSampler1>; // 1024x1024
|
|
Sampler[2] = <DiffuseSampler2>; // 512x512
|
|
Sampler[3] = <DiffuseSampler3>; // 256x256
|
|
Sampler[4] = <DiffuseSampler4>; // 128x128
|
|
Sampler[5] = <DiffuseSampler5>; // 64x64
|
|
Sampler[6] = <DiffuseSampler6>; // 32x32
|
|
Sampler[7] = <DiffuseSampler7>; // 16x16
|
|
Sampler[8] = <DiffuseSampler8>; // 8x8
|
|
Sampler[9] = <DiffuseSampler9>; // 4x4
|
|
Sampler[10] = <DiffuseSamplerA>; // 2x2
|
|
|
|
VertexShader = compile vs_3_0 vs_main();
|
|
PixelShader = compile ps_3_0 ps_main();
|
|
}
|
|
}
|