mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
d516871e6f
- merged YIQ encode and decode pass into one NTSC pass - added options for most NTSC settings - reduced sample count to 64 - changed default O value to 0 - fit NTSC signal jitter between a reasonable limit of 0 and 1 - fit A and B value between a reasonable limit of -1 and 1 - fit scanline jitter between a reasonable limit of 0 and 1 - added hum bar simulation based on [MooglyGuy's] GLSL port of the mame shader pipeline - added monochrome-chessboard.png - added slot-mask-aligned.png (to simulate a TFT LCD)
287 lines
No EOL
8 KiB
HLSL
287 lines
No EOL
8 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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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 = 3.1415927f;
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static const float PHI = 1.618034f;
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform float2 SourceDims; // size of the texture in power-of-two size
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uniform float2 SourceRect; // size of the uv rectangle
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uniform float2 TargetDims; // size of the target surface
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
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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 PrepareVector = 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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float2 shadowUVOffset = ShadowUVOffset;
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shadowUVOffset = SwapXY
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? shadowUVOffset.yx
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: shadowUVOffset.xy;
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float2 ScreenCoordOffset = 0.0f;
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ScreenCoordOffset += shadowUVOffset;
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Output.ScreenCoord = Input.Position.xy;
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Output.ScreenCoord += ScreenCoordOffset;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = PrepareVector
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? Input.Position.xy / ScreenDims
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: Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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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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// Scanline & Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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uniform float HumBarAlpha = 0.0f;
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uniform float TimeMilliseconds = 0.0f;
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension
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uniform float ShadowAlpha = 0.0f;
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uniform float2 ShadowCount = float2(6.0f, 6.0f);
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uniform float2 ShadowUV = float2(0.25f, 0.25f);
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uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
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uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
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float2 GetAdjustedCoords(float2 coord, float2 centerOffset)
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{
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// center coordinates
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coord -= centerOffset;
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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 += centerOffset;
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// apply screen offset
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coord += (centerOffset * 2.0) * ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float2 HalfSourceRect = SourceRect * 0.5f;
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord, HalfSourceRect);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
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{
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BaseColor.rgb = 0.0f;
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0f)
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{
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float2 shadowDims = ShadowDims;
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shadowDims = SwapXY
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? shadowDims.yx
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: shadowDims.xy;
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float2 shadowUV = ShadowUV;
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// shadowUV = SwapXY
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// ? shadowUV.yx
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// : shadowUV.xy;
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float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord;
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screenCoord = SwapXY
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? screenCoord.yx
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: screenCoord.xy;
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float2 shadowCount = ShadowCount;
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shadowCount = SwapXY
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount);
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shadowTile = SwapXY
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? shadowTile.yx
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: shadowTile.xy;
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float2 ShadowFrac = frac(screenCoord / shadowTile);
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float2 ShadowCoord = (ShadowFrac * shadowUV);
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ShadowCoord += 0.5f / shadowDims; // half texel offset
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// ShadowCoord = SwapXY
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// ? ShadowCoord.yx
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// : ShadowCoord.xy;
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
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float ShadowMaskClear = (1.0f - 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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// 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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// Scanline Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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// Scanline Simulation (may not affect vector screen)
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if (!PrepareVector && ScanlineAlpha > 0.0f)
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{
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float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
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float ScanCoordJitter = ScanlineOffset * PHI;
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float ScanSine = sin(ScanCoord + ScanCoordJitter);
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float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
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float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
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BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
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}
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// Hum Bar Simulation (may not affect vector screen)
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if (!PrepareVector && HumBarAlpha > 0.0f)
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{
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float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
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float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
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BaseColor.rgb *= HumBrightness;
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}
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}
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// Output
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float4 Output = PrepareVector
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? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f))
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: BaseColor * Input.Color;
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Output.a = 1.0f;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline & 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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} |