mirror of
https://github.com/mamedev/mame.git
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252 lines
7.4 KiB
HLSL
252 lines
7.4 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// NTSC Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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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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//-----------------------------------------------------------------------------
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// Vertex Definitions
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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 TexCoord : TEXCOORD0;
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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 PS_INPUT
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{
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// YIQ Decode Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 SourceRect;
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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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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.xy = Input.TexCoord;
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Output.TexCoord.xy += 0.5f / SourceDims; // half texel offset correction (DX9)
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return Output;
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}
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//-----------------------------------------------------------------------------
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// NTSC Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float AValue = 0.5f;
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uniform float BValue = 0.5f;
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uniform float CCValue = 3.5795454f;
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uniform float OValue = 0.0f;
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uniform float PValue = 1.0f;
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uniform float ScanTime = 52.6f;
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uniform float NotchHalfWidth = 1.0f;
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uniform float YFreqResponse = 6.0f;
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uniform float IFreqResponse = 1.2f;
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uniform float QFreqResponse = 0.6f;
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uniform float SignalOffset = 0.0f;
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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 PI2 = PI * 2.0f;
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static const float4 YDot = float4(0.299f, 0.587f, 0.114f, 0.0f);
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static const float4 IDot = float4(0.595716f, -0.274453f, -0.321263f, 0.0f);
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static const float4 QDot = float4(0.211456f, -0.522591f, 0.311135f, 0.0f);
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static const float3 RDot = float3(1.0f, 0.956f, 0.621f);
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static const float3 GDot = float3(1.0f, -0.272f, -0.647f);
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static const float3 BDot = float3(1.0f, -1.106f, 1.703f);
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static const float4 OffsetX = float4(0.0f, 0.25f, 0.50f, 0.75f);
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static const float4 NotchOffset = float4(0.0f, 1.0f, 2.0f, 3.0f);
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static const int SampleCount = 64;
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static const int HalfSampleCount = SampleCount / 2;
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float4 GetCompositeYIQ(float2 TexCoord)
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{
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float2 PValueSourceTexel = float2(PValue, 0.0f) * SourceTexelDims;
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float2 C0 = TexCoord + PValueSourceTexel * OffsetX.x;
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float2 C1 = TexCoord + PValueSourceTexel * OffsetX.y;
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float2 C2 = TexCoord + PValueSourceTexel * OffsetX.z;
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float2 C3 = TexCoord + PValueSourceTexel * OffsetX.w;
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float4 Cx = float4(C0.x, C1.x, C2.x, C3.x);
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float4 Cy = float4(C0.y, C1.y, C2.y, C3.y);
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float4 Texel0 = tex2D(DiffuseSampler, C0);
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float4 Texel1 = tex2D(DiffuseSampler, C1);
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float4 Texel2 = tex2D(DiffuseSampler, C2);
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float4 Texel3 = tex2D(DiffuseSampler, C3);
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float4 HPosition = Cx / SourceRect.x;
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float4 VPosition = Cy / SourceRect.y;
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float4 Y = float4(dot(Texel0, YDot), dot(Texel1, YDot), dot(Texel2, YDot), dot(Texel3, YDot));
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float4 I = float4(dot(Texel0, IDot), dot(Texel1, IDot), dot(Texel2, IDot), dot(Texel3, IDot));
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float4 Q = float4(dot(Texel0, QDot), dot(Texel1, QDot), dot(Texel2, QDot), dot(Texel3, QDot));
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 TW = T * W;
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float4 CompositeYIQ = Y + I * cos(TW) + Q * sin(TW);
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return CompositeYIQ;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 SourceRes = SourceDims * SourceRect;
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float TimePerSample = ScanTime / (SourceRes.x * 4.0f);
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float Fc_y1 = (CCValue - NotchHalfWidth) * TimePerSample;
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float Fc_y2 = (CCValue + NotchHalfWidth) * TimePerSample;
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float Fc_y3 = YFreqResponse * TimePerSample;
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float Fc_i = IFreqResponse * TimePerSample;
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float Fc_q = QFreqResponse * TimePerSample;
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float Fc_i_2 = Fc_i * 2.0f;
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float Fc_q_2 = Fc_q * 2.0f;
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float Fc_y1_2 = Fc_y1 * 2.0f;
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float Fc_y2_2 = Fc_y2 * 2.0f;
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float Fc_y3_2 = Fc_y3 * 2.0f;
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float Fc_i_pi2 = Fc_i * PI2;
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float Fc_q_pi2 = Fc_q * PI2;
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float Fc_y1_pi2 = Fc_y1 * PI2;
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float Fc_y2_pi2 = Fc_y2 * PI2;
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float Fc_y3_pi2 = Fc_y3 * PI2;
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float PI2Length = PI2 / SampleCount;
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float W = PI2 * CCValue * ScanTime;
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float WoPI = W / PI;
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float HOffset = (BValue + SignalOffset) / WoPI;
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float VScale = (AValue * SourceRes.y) / WoPI;
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float4 YAccum = 0.0f;
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float4 IAccum = 0.0f;
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float4 QAccum = 0.0f;
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float4 Cy = Input.TexCoord.y;
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float4 VPosition = Cy / SourceRect.y;
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for (float i = 0; i < SampleCount; i += 4.0f)
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{
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float n = i - HalfSampleCount;
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float4 n4 = n + NotchOffset;
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float4 Cx = Input.TexCoord.x + SourceTexelDims.x * (n4 * 0.25f);
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float4 HPosition = Cx / SourceRect.x;
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float4 C = GetCompositeYIQ(float2(Cx.r, Cy.r));
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float4 T = HPosition + HOffset + VPosition * VScale;
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float4 WT = W * T + OValue;
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float4 SincKernel = 0.54f + 0.46f * cos(PI2Length * n4);
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float4 SincYIn1 = Fc_y1_pi2 * n4;
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float4 SincYIn2 = Fc_y2_pi2 * n4;
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float4 SincYIn3 = Fc_y3_pi2 * n4;
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float4 SincIIn = Fc_i_pi2 * n4;
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float4 SincQIn = Fc_q_pi2 * n4;
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float4 SincY1 = SincYIn1 != 0.0f ? sin(SincYIn1) / SincYIn1 : 1.0f;
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float4 SincY2 = SincYIn2 != 0.0f ? sin(SincYIn2) / SincYIn2 : 1.0f;
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float4 SincY3 = SincYIn3 != 0.0f ? sin(SincYIn3) / SincYIn3 : 1.0f;
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float4 IdealY = (Fc_y1_2 * SincY1 - Fc_y2_2 * SincY2) + Fc_y3_2 * SincY3;
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float4 IdealI = Fc_i_2 * (SincIIn != 0.0f ? sin(SincIIn) / SincIIn : 1.0f);
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float4 IdealQ = Fc_q_2 * (SincQIn != 0.0f ? sin(SincQIn) / SincQIn : 1.0f);
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float4 FilterY = SincKernel * IdealY;
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float4 FilterI = SincKernel * IdealI;
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float4 FilterQ = SincKernel * IdealQ;
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YAccum = YAccum + C * FilterY;
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IAccum = IAccum + C * cos(WT) * FilterI;
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QAccum = QAccum + C * sin(WT) * FilterQ;
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}
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float3 YIQ = float3(
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(YAccum.r + YAccum.g + YAccum.b + YAccum.a),
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(IAccum.r + IAccum.g + IAccum.b + IAccum.a) * 2.0f,
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(QAccum.r + QAccum.g + QAccum.b + QAccum.a) * 2.0f);
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float3 RGB = float3(
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dot(YIQ, RDot),
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dot(YIQ, GDot),
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dot(YIQ, BDot));
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return float4(RGB, BaseTexel.a);
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}
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//-----------------------------------------------------------------------------
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// NTSC 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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}
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