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https://github.com/mamedev/mame.git
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35ef098e64
- HLSL changes: [MooglyGuy] * Upped vertex buffer size to 64k verts, fixes assert in starwars and alphaone, please include the printed error message in any subsequent encounterings of the assert. * Improved vector rendering (beam width 1.5 suggested) * Ducked raster bloom default to 0.225 to reduce washout
95 lines
2.4 KiB
HLSL
95 lines
2.4 KiB
HLSL
//-----------------------------------------------------------------------------
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// Effect File Variables
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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 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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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 Unused : 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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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float PostPass;
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uniform float FixedAlpha;
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uniform float Brighten;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = lerp(Input.TexCoord, Input.Position.xy / float2(TargetWidth, TargetHeight), PostPass);
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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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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return BaseTexel * (Input.Color + float4(Brighten, Brighten, Brighten, 0.0f));
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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//Sampler[0] = <DiffuseSampler>;
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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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