mame/hlsl/post.fx

198 lines
6.5 KiB
HLSL

//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture Shadow;
sampler ShadowSampler = sampler_state
{
Texture = <Shadow>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
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;
Output.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight);
//float Zoom = 32.0f;
//Output.TexCoord /= Zoom;
//Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio);
return Output;
}
//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------
uniform float PI = 3.14159265f;
uniform float PincushionAmount = 0.00f;
uniform float CurvatureAmount = 0.08f;
uniform float ScanlineAmount = 1.0f;
uniform float ScanlineScale = 1.0f;
uniform float ScanlineBrightScale = 1.0f;
uniform float ScanlineBrightOffset = 1.0f;
uniform float ScanlineOffset = 1.0f;
uniform float ScanlineHeight = 0.5f;
uniform float UseShadow = 0.0f;
uniform float ShadowBrightness = 1.0f;
uniform float ShadowPixelSizeX = 3.0f;
uniform float ShadowPixelSizeY = 3.0f;
uniform float ShadowMaskSizeX = 3.0f;
uniform float ShadowMaskSizeY = 3.0f;
uniform float ShadowU = 0.375f;
uniform float ShadowV = 0.375f;
uniform float ShadowWidth = 8.0f;
uniform float ShadowHeight = 8.0f;
uniform float RedFloor = 0.0f;
uniform float GrnFloor = 0.0f;
uniform float BluFloor = 0.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 Ratios = float2(WidthRatio, HeightRatio);
// -- Screen Pincushion Calculation --
float2 PinViewpointOffset = float2(0.0f, 0.0f);
float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f;
float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
float2 BaseCoord = Input.TexCoord;
BaseCoord -= 0.5f / Ratios;
BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
BaseCoord += 0.5f / Ratios;
BaseCoord += PincushionCurve;
float2 CurveViewpointOffset = float2(0.2f, 0.0f);
float2 CurveUnitCoord = (Input.TexCoord + CurveViewpointOffset) * 2.0f - 1.0f;
float CurvatureR2 = pow(length(CurveUnitCoord),2.0f) / pow(length(Ratios), 2.0f);
float2 CurvatureCurve = CurveUnitCoord * CurvatureAmount * CurvatureR2;
float2 ScreenCurveCoord = Input.TexCoord + CurvatureCurve;
float2 CurveClipUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
float CurvatureClipR2 = pow(length(CurveClipUnitCoord),2.0f) / pow(length(Ratios), 2.0f);
float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
float2 ScreenClipCoord = Input.TexCoord;
ScreenClipCoord -= 0.5f / Ratios;
ScreenClipCoord *= 1.0f - CurvatureAmount * Ratios * 0.2f; // Warning: Magic constant
ScreenClipCoord += 0.5f / Ratios;
ScreenClipCoord += CurvatureClipCurve;
// RGB Pincushion Calculation
float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
clip((BaseCoord.x < 1.0f / RawWidth) ? -1 : 1);
clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1);
clip((BaseCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth)) ? -1 : 1);
clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1);
// -- Scanline Simulation --
float InnerSine = BaseCoord.y * RawHeight * ScanlineScale;
float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight);
float3 ScanBrightness = lerp(1.0f, pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f, ScanlineAmount);
float3 Scanned = BaseTexel.rgb * ScanBrightness;
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
Scanned = float3(RedFloor + (1.0f - RedFloor) * Scanned.r, GrnFloor + (1.0f - GrnFloor) * Scanned.g, BluFloor + (1.0f - BluFloor) * Scanned.b);
float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
float2 ShadowUV = float2(ShadowU, ShadowV);
float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize * 0.5f);
float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight);
float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow);
// -- Final Pixel --
float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Scanline & Shadowmask Effect
//-----------------------------------------------------------------------------
technique ScanMaskTechnique
{
pass Pass0
{
Lighting = FALSE;
//Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}