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https://github.com/mamedev/mame.git
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ef16086fea
- which was quite a performance overhead and not necessary because the shaders fill every texel of a target without blending
335 lines
No EOL
9.7 KiB
HLSL
335 lines
No EOL
9.7 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:ImJezze
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//-----------------------------------------------------------------------------
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// Distortion 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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//-----------------------------------------------------------------------------
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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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};
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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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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float Epsilon = 1.0e-7f;
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static const float PI = 3.1415927f;
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static const float E = 2.7182817f;
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static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(float2 seed)
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{
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// irrationals for pseudo randomness
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float2 i = float2(Gelfond, GelfondSchneider);
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return frac(cos(dot(seed, i)) * 123456.0f);
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}
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// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
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float normalizedSigmoid(float n, float k)
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{
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// valid for n and k in range of -1.0 and 1.0
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return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
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}
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// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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float roundBox(float2 p, float2 b, float r)
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{
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return length(max(abs(p) - b + r, 0.0f)) - r;
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}
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//-----------------------------------------------------------------------------
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// Distortion Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform int ScreenCount;
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uniform float2 TargetDims; // size of the target surface
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uniform float2 TargetScale;
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uniform float2 QuadDims; // size of the screen quad
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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.Color = Input.Color;
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Distortion Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float DistortionAmount = 0.0f; // k - quartic distortion coefficient
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uniform float CubicDistortionAmount = 0.0f; // kcube - cubic distortion modifier
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uniform float DistortCornerAmount = 0.0f;
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uniform float RoundCornerAmount = 0.0f;
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uniform float SmoothBorderAmount = 0.0f;
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uniform float VignettingAmount = 0.0f;
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uniform float ReflectionAmount = 0.0f;
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uniform float3 LightReflectionColor = float3(1.0f, 0.90f, 0.80f); // color temperature 5.000 Kelvin
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uniform bool SwapXY = false;
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float GetNoiseFactor(float3 n, float random)
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{
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// smaller n become more noisy
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return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
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}
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float GetVignetteFactor(float2 coord, float amount)
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{
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float2 VignetteCoord = coord;
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float VignetteLength = length(VignetteCoord);
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float VignetteBlur = (amount * 0.75f) + 0.25;
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// 0.5 full screen fitting circle
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float VignetteRadius = 1.0f - (amount * 0.25f);
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float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
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return saturate(Vignette);
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}
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float GetSpotAddend(float2 coord, float amount)
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{
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float2 SpotCoord = coord;
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// upper right quadrant
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float2 spotOffset = float2(-0.25f, 0.25f);
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// normalized screen canvas ratio
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float2 CanvasRatio = SwapXY
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? float2(1.0f, QuadDims.x / QuadDims.y)
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: float2(1.0f, QuadDims.y / QuadDims.x);
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SpotCoord += spotOffset;
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SpotCoord *= CanvasRatio;
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float SpotBlur = amount;
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// 0.5 full screen fitting circle
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float SpotRadius = amount * 0.75f;
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float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
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float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
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// increase strength by 100%
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SigmoidSpot = SigmoidSpot * 2.0f;
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return saturate(SigmoidSpot);
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}
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float GetBoundsFactor(float2 coord, float2 bounds, float radiusAmount, float smoothAmount)
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{
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// reduce smooth amount down to radius amount
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smoothAmount = min(smoothAmount, radiusAmount);
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float range = min(bounds.x, bounds.y);
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float amountMinimum = 1.0f / range;
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float radius = range * max(radiusAmount, amountMinimum);
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float smooth = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f));
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// compute box
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float box = roundBox(bounds * (coord * 2.0f), bounds, radius);
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// apply smooth
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box *= smooth;
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box += 1.0f - pow(smooth * 0.5f, 0.5f);
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float border = smoothstep(1.0f, 0.0f, box);
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return saturate(border);
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}
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// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
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float2 GetDistortedCoords(float2 centerCoord, float amount, float amountCube)
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{
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// lens distortion coefficient
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float k = amount;
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// cubic distortion value
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float kcube = amountCube;
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// compute cubic distortion factor
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float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
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float f = kcube == 0.0f
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? 1.0f + r2 * k
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: 1.0f + r2 * (k + kcube * sqrt(r2));
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// fit screen bounds
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f /= 1.0f + amount * 0.25f + amountCube * 0.125f;
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// apply cubic distortion factor
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centerCoord *= f;
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return centerCoord;
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}
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float2 GetTextureCoords(float2 coord, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5f;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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// un-center coordinates
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coord += 0.5f;
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return coord;
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}
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float2 GetQuadCoords(float2 coord, float2 scale, float distortionAmount, float cubicDistortionAmount)
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{
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// center coordinates
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coord -= 0.5f;
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// apply scale
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coord *= scale;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount);
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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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// image distortion
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float distortionAmount = DistortionAmount;
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float cubicDistortionAmount = CubicDistortionAmount > 0.0f
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? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion
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: CubicDistortionAmount * 1.2f; // negativ values even more
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// corner distortion at least by the amount of the image distorition
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float distortCornerAmount = max(DistortCornerAmount, DistortionAmount + CubicDistortionAmount);
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float roundCornerAmount = RoundCornerAmount * 0.5f;
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float smoothBorderAmount = SmoothBorderAmount * 0.5f;
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float2 TexelDims = 1.0f / TargetDims;
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// base-target dimensions (without oversampling)
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float2 BaseTargetDims = TargetDims / TargetScale;
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BaseTargetDims = SwapXY
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? BaseTargetDims.yx
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: BaseTargetDims.xy;
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// base-target/quad difference scale
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float2 BaseTargetQuadScale = ScreenCount == 1
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? BaseTargetDims / QuadDims // keeps the coords inside of the quad bounds of a single screen
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: 1.0f;
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// Screen Texture Curvature
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float2 BaseCoord = GetTextureCoords(Input.TexCoord, distortionAmount, cubicDistortionAmount);
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// Screen Quad Curvature
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float2 QuadCoord = GetQuadCoords(Input.TexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f);
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// clip border
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if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y ||
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BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y)
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{
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// we don't use the clip function, because we don't clear the render target before
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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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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// Vignetting Simulation
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float2 VignetteCoord = QuadCoord;
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float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
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BaseColor.rgb *= VignetteFactor;
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// Light Reflection Simulation
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float2 SpotCoord = QuadCoord;
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float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor;
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BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord));
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// Round Corners Simulation
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float2 RoundCornerCoord = QuadCoord;
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float2 RoundCornerBounds = ScreenCount == 1
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? QuadDims // align corners to quad bounds of a single screen
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: BaseTargetDims; // align corners to target bounds of multiple screens
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RoundCornerBounds = SwapXY
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? RoundCornerBounds.yx
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: RoundCornerBounds.xy;
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float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount);
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BaseColor.rgb *= roundCornerFactor;
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return BaseColor;
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}
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//-----------------------------------------------------------------------------
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// Distortion 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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} |