mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
3e437e09f0
- Favor bilinear sampling on X and point sampling on Y. Best of both worlds.
144 lines
4.3 KiB
HLSL
144 lines
4.3 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// Effect File Variables
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord0 : TEXCOORD0;
|
|
float2 TexCoord1 : TEXCOORD1;
|
|
float2 TexCoord2 : TEXCOORD2;
|
|
float2 TexCoord3 : TEXCOORD3;
|
|
float2 TexCoord4 : TEXCOORD4;
|
|
float2 TexCoord5 : TEXCOORD5;
|
|
float2 TexCoord6 : TEXCOORD6;
|
|
float2 TexCoord7 : TEXCOORD7;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float3 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord0 : TEXCOORD0;
|
|
float2 TexCoord1 : TEXCOORD1;
|
|
float2 TexCoord2 : TEXCOORD2;
|
|
float2 TexCoord3 : TEXCOORD3;
|
|
float2 TexCoord4 : TEXCOORD4;
|
|
float2 TexCoord5 : TEXCOORD5;
|
|
float2 TexCoord6 : TEXCOORD6;
|
|
float2 TexCoord7 : TEXCOORD7;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simple Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float TargetWidth;
|
|
uniform float TargetHeight;
|
|
|
|
uniform float WidthRatio;
|
|
uniform float HeightRatio;
|
|
|
|
uniform float DefocusX;
|
|
uniform float DefocusY;
|
|
uniform float FocusEnable;
|
|
|
|
float2 Coord0Offset = float2( 0.0f, 0.0f);
|
|
float2 Coord1Offset = float2(-0.2f, -0.6f);
|
|
float2 Coord2Offset = float2( 0.4f, -0.4f);
|
|
float2 Coord3Offset = float2( 0.6f, 0.2f);
|
|
float2 Coord4Offset = float2( 0.2f, 0.6f);
|
|
float2 Coord5Offset = float2(-0.4f, 0.6f);
|
|
float2 Coord6Offset = float2(-0.6f, 0.2f);
|
|
float2 Coord7Offset = float2(-0.6f, -0.4f);
|
|
|
|
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.Color = Input.Color;
|
|
|
|
float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
|
|
float2 TexCoord = Input.TexCoord;
|
|
TexCoord = TexCoord + 0.5f * InvTexSize;
|
|
float2 DefocusVal = float2(DefocusX, DefocusY);
|
|
Output.TexCoord0 = TexCoord + Coord0Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord1 = TexCoord + Coord1Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord2 = TexCoord + Coord2Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord3 = TexCoord + Coord3Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord4 = TexCoord + Coord4Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord5 = TexCoord + Coord5Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord6 = TexCoord + Coord6Offset * InvTexSize * DefocusVal;
|
|
Output.TexCoord7 = TexCoord + Coord7Offset * InvTexSize * DefocusVal;
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simple Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0);
|
|
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb;
|
|
float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb;
|
|
float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb;
|
|
float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb;
|
|
float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb;
|
|
float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb;
|
|
float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
|
|
|
|
float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
|
|
|
|
blurred = lerp(d0.rgb, blurred, 1.0f);
|
|
return float4(blurred, d0.a);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simple Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique TestTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
Lighting = FALSE;
|
|
|
|
Sampler[0] = <DiffuseSampler>;
|
|
|
|
VertexShader = compile vs_2_0 vs_main();
|
|
PixelShader = compile ps_2_0 ps_main();
|
|
}
|
|
}
|