mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
333 lines
9.5 KiB
HLSL
333 lines
9.5 KiB
HLSL
// license:BSD-3-Clause
|
|
// copyright-holders:ImJezze
|
|
//-----------------------------------------------------------------------------
|
|
// Distortion Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sampler Definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
texture DiffuseTexture;
|
|
|
|
sampler DiffuseSampler = sampler_state
|
|
{
|
|
Texture = <DiffuseTexture>;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vertex Definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constants
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static const float Epsilon = 1.0e-7f;
|
|
static const float PI = 3.1415927f;
|
|
static const float E = 2.7182817f;
|
|
static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
|
|
static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Functions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
|
|
float random(float2 seed)
|
|
{
|
|
// irrationals for pseudo randomness
|
|
float2 i = float2(Gelfond, GelfondSchneider);
|
|
|
|
return frac(cos(dot(seed, i)) * 123456.0f);
|
|
}
|
|
|
|
// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
|
|
float normalizedSigmoid(float n, float k)
|
|
{
|
|
// valid for n and k in range of -1.0 and 1.0
|
|
return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
|
|
}
|
|
|
|
// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
|
|
float roundBox(float2 p, float2 b, float r)
|
|
{
|
|
return length(max(abs(p) - b + r, 0.0f)) - r;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Distortion Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float2 ScreenDims; // size of the window or fullscreen
|
|
uniform int ScreenCount;
|
|
uniform float2 TargetDims; // size of the target surface
|
|
uniform float2 TargetScale;
|
|
uniform float2 QuadDims; // size of the screen quad
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT Input)
|
|
{
|
|
VS_OUTPUT Output = (VS_OUTPUT)0;
|
|
|
|
Output.Position = float4(Input.Position.xyz, 1.0f);
|
|
Output.Position.xy /= ScreenDims;
|
|
Output.Position.y = 1.0f - Output.Position.y; // flip y
|
|
Output.Position.xy -= 0.5f; // center
|
|
Output.Position.xy *= 2.0f; // zoom
|
|
|
|
Output.Color = Input.Color;
|
|
|
|
Output.TexCoord = Input.TexCoord;
|
|
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Distortion Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float DistortionAmount = 0.0f; // k - quartic distortion coefficient
|
|
uniform float CubicDistortionAmount = 0.0f; // kcube - cubic distortion modifier
|
|
uniform float DistortCornerAmount = 0.0f;
|
|
uniform float RoundCornerAmount = 0.0f;
|
|
uniform float SmoothBorderAmount = 0.0f;
|
|
uniform float VignettingAmount = 0.0f;
|
|
uniform float ReflectionAmount = 0.0f;
|
|
uniform float3 LightReflectionColor = float3(1.0f, 0.90f, 0.80f); // color temperature 5.000 Kelvin
|
|
|
|
uniform bool SwapXY = false;
|
|
|
|
float GetNoiseFactor(float3 n, float random)
|
|
{
|
|
// smaller n become more noisy
|
|
return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
|
|
}
|
|
|
|
float GetVignetteFactor(float2 coord, float amount)
|
|
{
|
|
float2 VignetteCoord = coord;
|
|
|
|
float VignetteLength = length(VignetteCoord);
|
|
float VignetteBlur = (amount * 0.75f) + 0.25;
|
|
|
|
// 0.5 full screen fitting circle
|
|
float VignetteRadius = 1.0f - (amount * 0.25f);
|
|
float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
|
|
|
|
return saturate(Vignette);
|
|
}
|
|
|
|
float GetSpotAddend(float2 coord, float amount)
|
|
{
|
|
float2 SpotCoord = coord;
|
|
|
|
// upper right quadrant
|
|
float2 spotOffset = float2(-0.25f, 0.25f);
|
|
|
|
// normalized screen canvas ratio
|
|
float2 CanvasRatio = SwapXY
|
|
? float2(1.0f, QuadDims.x / QuadDims.y)
|
|
: float2(1.0f, QuadDims.y / QuadDims.x);
|
|
|
|
SpotCoord += spotOffset;
|
|
SpotCoord *= CanvasRatio;
|
|
|
|
float SpotBlur = amount;
|
|
|
|
// 0.5 full screen fitting circle
|
|
float SpotRadius = amount * 0.75f;
|
|
float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
|
|
|
|
float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
|
|
|
|
// increase strength by 100%
|
|
SigmoidSpot = SigmoidSpot * 2.0f;
|
|
|
|
return saturate(SigmoidSpot);
|
|
}
|
|
|
|
float GetBoundsFactor(float2 coord, float2 bounds, float radiusAmount, float smoothAmount)
|
|
{
|
|
// reduce smooth amount down to radius amount
|
|
smoothAmount = min(smoothAmount, radiusAmount);
|
|
|
|
float range = min(bounds.x, bounds.y);
|
|
float amountMinimum = 1.0f / range;
|
|
float radius = range * max(radiusAmount, amountMinimum);
|
|
float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
|
|
|
|
// compute box
|
|
float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
|
|
|
|
// apply smooth
|
|
box *= smooth;
|
|
box += 1.0f - pow(smooth * 0.5f, 0.5f);
|
|
|
|
float border = smoothstep(1.0f, 0.0f, box);
|
|
|
|
return saturate(border);
|
|
}
|
|
|
|
// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
|
|
float2 GetDistortedCoords(float2 centerCoord, float amount, float amountCube)
|
|
{
|
|
// lens distortion coefficient
|
|
float k = amount;
|
|
|
|
// cubic distortion value
|
|
float kcube = amountCube;
|
|
|
|
// compute cubic distortion factor
|
|
float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
|
|
float f = kcube == 0.0f
|
|
? 1.0f + r2 * k
|
|
: 1.0f + r2 * (k + kcube * sqrt(r2));
|
|
|
|
// fit screen bounds
|
|
f /= 1.0f + amount * 0.25f + amountCube * 0.125f;
|
|
|
|
// apply cubic distortion factor
|
|
centerCoord *= f;
|
|
|
|
return centerCoord;
|
|
}
|
|
|
|
float2 GetTextureCoords(float2 coord, float distortionAmount, float cubicDistortionAmount)
|
|
{
|
|
// center coordinates
|
|
coord -= 0.5f;
|
|
|
|
// distort coordinates
|
|
coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
|
|
|
|
// un-center coordinates
|
|
coord += 0.5f;
|
|
|
|
return coord;
|
|
}
|
|
|
|
float2 GetQuadCoords(float2 coord, float2 scale, float distortionAmount, float cubicDistortionAmount)
|
|
{
|
|
// center coordinates
|
|
coord -= 0.5f;
|
|
|
|
// apply scale
|
|
coord *= scale;
|
|
|
|
// distort coordinates
|
|
coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
|
|
|
|
return coord;
|
|
}
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
// image distortion
|
|
float distortionAmount = DistortionAmount;
|
|
float cubicDistortionAmount = CubicDistortionAmount > 0.0f
|
|
? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion
|
|
: CubicDistortionAmount * 1.2f; // negativ values even more
|
|
|
|
// corner distortion at least by the amount of the image distorition
|
|
float distortCornerAmount = max(DistortCornerAmount, DistortionAmount + CubicDistortionAmount);
|
|
|
|
float roundCornerAmount = RoundCornerAmount * 0.5f;
|
|
float smoothBorderAmount = SmoothBorderAmount * 0.5f;
|
|
|
|
float2 TexelDims = 1.0f / TargetDims;
|
|
|
|
// base-target dimensions (without oversampling)
|
|
float2 BaseTargetDims = TargetDims / TargetScale;
|
|
BaseTargetDims = SwapXY
|
|
? BaseTargetDims.yx
|
|
: BaseTargetDims.xy;
|
|
|
|
// base-target/quad difference scale
|
|
float2 BaseTargetQuadScale = ScreenCount == 1
|
|
? BaseTargetDims / QuadDims // keeps the coords inside of the quad bounds of a single screen
|
|
: 1.0f;
|
|
|
|
// Screen Texture Curvature
|
|
float2 BaseCoord = GetTextureCoords(Input.TexCoord, distortionAmount, cubicDistortionAmount);
|
|
|
|
// Screen Quad Curvature
|
|
float2 QuadCoord = GetQuadCoords(Input.TexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f);
|
|
|
|
// clip border
|
|
if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
|
|
BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
|
|
{
|
|
return float4(0, 0, 0, 1);
|
|
}
|
|
|
|
// Color
|
|
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
|
|
|
|
// Vignetting Simulation
|
|
float2 VignetteCoord = QuadCoord;
|
|
|
|
float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
|
|
BaseColor.rgb *= VignetteFactor;
|
|
|
|
// Light Reflection Simulation
|
|
float2 SpotCoord = QuadCoord;
|
|
|
|
float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor;
|
|
BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord));
|
|
|
|
// Round Corners Simulation
|
|
float2 RoundCornerCoord = QuadCoord;
|
|
float2 RoundCornerBounds = ScreenCount == 1
|
|
? QuadDims // align corners to quad bounds of a single screen
|
|
: BaseTargetDims; // align corners to target bounds of multiple screens
|
|
RoundCornerBounds = SwapXY
|
|
? RoundCornerBounds.yx
|
|
: RoundCornerBounds.xy;
|
|
|
|
float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount);
|
|
BaseColor.rgb *= roundCornerFactor;
|
|
|
|
return BaseColor;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Distortion Technique
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique DefaultTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
Lighting = FALSE;
|
|
|
|
VertexShader = compile vs_3_0 vs_main();
|
|
PixelShader = compile ps_3_0 ps_main();
|
|
}
|
|
}
|