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https://github.com/mamedev/mame.git
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ecf1e166fc
* fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask) * added target_scale and screen_count uniforms * rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
135 lines
3.9 KiB
HLSL
135 lines
3.9 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Vector Effect
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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 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 SizeInfo : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float2 SizeInfo : TEXCOORD1;
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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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float2 SizeInfo : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Functions
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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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// Vector Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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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;
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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 = Input.TexCoord;
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Output.SizeInfo = Input.SizeInfo;
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Vector Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float TimeRatio; // Frame time of the vector (not set)
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uniform float TimeScale; // How much frame time affects the vector's fade (not set)
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uniform float LengthRatio; // Size at which fade is maximum
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uniform float LengthScale; // How much length affects the vector's fade
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uniform float BeamSmooth;
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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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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 lineSize = Input.SizeInfo / max(TargetDims.x, TargetDims.y); // normalize
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float lineLength = lineSize.x;
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float lineLengthRatio = LengthRatio;
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float lineLengthScale = LengthScale;
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float timeModulate = lerp(1.0f, TimeRatio, TimeScale);
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float lengthModulate = 1.0f - clamp(lineLength / lineLengthRatio, 0.0f, 1.0f);
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float timeLengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthScale);
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float4 outColor = float4(timeLengthModulate, timeLengthModulate, timeLengthModulate, 1.0f);
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outColor *= Input.Color;
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float RoundCornerFactor = GetBoundsFactor(Input.TexCoord - 0.5f, Input.SizeInfo, 1.0f, BeamSmooth);
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outColor.rgb *= RoundCornerFactor;
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return outColor;
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}
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//-----------------------------------------------------------------------------
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// Vector 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_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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