mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
4523bfa2d0
Country Entertainment] - Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables custom HLSL INI writing explicitly, the other enables loading of the same. - Fixed disappearing aperture effect when using custom INI files. - Fixed diagonal seam on some games, for serious real this time - Fixed phosphor simulation, now works as expected
96 lines
2.3 KiB
HLSL
96 lines
2.3 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// Passthrough Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
texture Diffuse;
|
|
|
|
sampler DiffuseSampler = sampler_state
|
|
{
|
|
Texture = <Diffuse>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vertex Definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Passthrough Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float TargetWidth;
|
|
float TargetHeight;
|
|
|
|
float RawWidth;
|
|
float RawHeight;
|
|
|
|
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.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight);
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Passthrough Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float2 RawDims = float2(RawWidth, RawHeight);
|
|
float2 TexCoord = Input.TexCoord * RawDims;
|
|
TexCoord -= frac(TexCoord);
|
|
TexCoord += 0.5f;
|
|
TexCoord /= RawDims;
|
|
|
|
float4 Center = tex2D(DiffuseSampler, TexCoord);
|
|
return Center;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Passthrough Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique DeconvergeTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
Lighting = FALSE;
|
|
|
|
VertexShader = compile vs_3_0 vs_main();
|
|
PixelShader = compile ps_3_0 ps_main();
|
|
}
|
|
}
|