mame/hlsl/phosphor.fx
Westley M. Martinez b5a54b761c HLSL Color Transforms and 3D LUT (#4043)
* 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
2018-10-07 11:42:30 -04:00

128 lines
3.2 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Phosphor Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool Passthrough;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0.0;
Output.Position = float4(Input.Position.xyz, 1.0);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0 - Output.Position.y; // flip y
Output.Position.xy -= 0.5; // center
Output.Position.xy *= 2.0; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
uniform float DeltaTime = 0.0;
uniform float3 Phosphor = float3(0.0, 0.0, 0.0);
static const float F = 30.0;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb;
PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime);
PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime);
PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime);
float a = max(PrevY[0], CurrY[0]);
float b = max(PrevY[1], CurrY[1]);
float c = max(PrevY[2], CurrY[2]);
return Passthrough ? CurrY : float4(a, b, c, CurrY.a);
}
//-----------------------------------------------------------------------------
// Phosphor Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}