mame/hlsl/post.fx
MooglyGuy f05ea5b7b4
More D3D HLSL regression fixes: (#11002) [Ryan Holtz]
* hlsl/post.fx: Fixed double-drawing of screen data with D3D9 HLSL and screen scale/offset.
* render/d3d/d3dhlsl.cpp: Fixed screen-container search function (fixes GitHub #10872).
* render/d3d/d3dhlsl.cpp: Fixed downsample pass, fixes blocky vector bloom.
2023-03-20 02:22:34 +11:00

277 lines
7.4 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Shadowmask Effect
//-----------------------------------------------------------------------------
#define MONOCHROME 1
#define DICHROME 2
#define TRICHROME 3
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture ShadowTexture;
sampler ShadowSampler = sampler_state
{
Texture = <ShadowTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
};
//-----------------------------------------------------------------------------
// 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;
float2 ScreenCoord : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ScreenCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Constants
//-----------------------------------------------------------------------------
static const float PI = 3.1415927;
static const float HalfPI = PI * 0.5;
//-----------------------------------------------------------------------------
// Shadowmask Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 SourceDims;
uniform float2 TargetDims;
uniform float2 TargetScale;
uniform float2 QuadDims;
uniform float2 ShadowDims = float2(32.0, 32.0); // size of the shadow texture (extended to power-of-two size)
uniform float2 ShadowUVOffset = float2(0.0, 0.0);
uniform bool SwapXY = false;
uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
uniform bool VectorScreen = false;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0 - Output.Position.y; // flip y
Output.Position.xy -= 0.5; // center
Output.Position.xy *= 2.0; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += PrepareBloom
? 0.0 // use half texel offset (DX9) to do the blur for first bloom layer
: 0.5 / TargetDims; // fix half texel offset (DX9)
Output.ScreenCoord = Input.Position.xy / ScreenDims;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
uniform float HumBarDesync = 60.0 / 59.94 - 1.0; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
uniform float HumBarAlpha = 0.0;
uniform float TimeMilliseconds = 0.0;
uniform float2 ScreenScale = float2(1.0, 1.0);
uniform float2 ScreenOffset = float2(0.0, 0.0);
uniform float3 BackColor = float3(0.0, 0.0, 0.0);
uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
uniform float ShadowAlpha = 0.0;
uniform float2 ShadowCount = float2(6.0, 6.0);
uniform float2 ShadowUV = float2(0.25, 0.25);
uniform float3 Power = float3(1.0, 1.0, 1.0);
uniform float3 Floor = float3(0.0, 0.0, 0.0);
uniform int ChromaMode = 3;
uniform float3 ConversionGain = float3(0.0, 0.0, 0.0);
float2 GetAdjustedCoords(float2 coord)
{
// center coordinates
coord -= 0.5;
// apply screen scale
coord *= ScreenScale;
// un-center coordinates
coord += 0.5;
// apply screen offset
coord += ScreenOffset;
return coord;
}
float2 GetShadowCoord(float2 TargetCoord, float2 SourceCoord)
{
// base-target dimensions (without oversampling)
float2 BaseTargetDims = TargetDims / TargetScale;
BaseTargetDims = SwapXY
? BaseTargetDims.yx
: BaseTargetDims.xy;
float2 canvasCoord = ShadowTileMode == 0
? TargetCoord + ShadowUVOffset / BaseTargetDims
: SourceCoord + ShadowUVOffset / SourceDims;
float2 canvasTexelDims = ShadowTileMode == 0
? 1.0 / BaseTargetDims
: 1.0 / SourceDims;
float2 shadowDims = ShadowDims;
float2 shadowUV = ShadowUV;
float2 shadowCount = ShadowCount;
// swap x/y in screen mode (not source mode)
canvasCoord = ShadowTileMode == 0 && SwapXY
? canvasCoord.yx
: canvasCoord.xy;
// swap x/y in screen mode (not source mode)
shadowCount = ShadowTileMode == 0 && SwapXY
? shadowCount.yx
: shadowCount.xy;
float2 shadowTile = canvasTexelDims * shadowCount;
float2 shadowFrac = frac(canvasCoord / shadowTile);
// swap x/y in screen mode (not source mode)
shadowFrac = ShadowTileMode == 0 && SwapXY
? shadowFrac.yx
: shadowFrac.xy;
float2 shadowCoord = (shadowFrac * shadowUV);
shadowCoord += ShadowTileMode == 0
? 0.5 / shadowDims // fix half texel offset (DX9)
: 0.0;
return shadowCoord;
}
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 ScreenCoord = Input.ScreenCoord;
float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
// Color
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
// clip border
if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 ||
BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
{
return float4(0.0f, 0.0f, 0.0f, 1.0f);
}
// Color Compression (may not affect bloom)
if (!PrepareBloom)
{
// increasing the floor of the signal without affecting the ceiling
BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
}
// Color Power (may affect bloom)
BaseColor.r = pow(BaseColor.r, Power.r);
BaseColor.g = pow(BaseColor.g, Power.g);
BaseColor.b = pow(BaseColor.b, Power.b);
// Hum Bar Simulation (may not affect vector screen)
if (!PrepareBloom && !VectorScreen && HumBarAlpha > 0.0)
{
float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
float HumBarBrightness = 1.0 - frac(BaseCoord.y + HumBarStep) * HumBarAlpha;
BaseColor.rgb *= HumBarBrightness;
}
// Mask Simulation (may not affect bloom)
if (!PrepareBloom && ShadowAlpha > 0.0)
{
float2 ShadowCoord = GetShadowCoord(ScreenCoord, BaseCoord);
float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
float3 ShadowMaskColor = lerp(1.0, ShadowColor.rgb, ShadowAlpha);
float ShadowMaskClear = (1.0 - ShadowColor.a) * ShadowAlpha;
// apply shadow mask color
BaseColor.rgb *= ShadowMaskColor;
// clear shadow mask by background color
BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
}
// Preparation for phosphor color conversion
if (ChromaMode == MONOCHROME) {
BaseColor.r = dot(ConversionGain, BaseColor.rgb);
BaseColor.gb = float2(BaseColor.r, BaseColor.r);
} else if (ChromaMode == DICHROME) {
BaseColor.r = dot(ConversionGain.rg, BaseColor.rg);
BaseColor.g = BaseColor.r;
}
return BaseColor;
}
//-----------------------------------------------------------------------------
// Shadowmask Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}