mirror of
https://github.com/mamedev/mame.git
synced 2024-11-18 10:06:19 +01:00
185 lines
5.6 KiB
HLSL
185 lines
5.6 KiB
HLSL
//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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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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texture ShadowTexture;
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sampler ShadowSampler = sampler_state
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{
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Texture = <ShadowTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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AddressW = WRAP;
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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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float4 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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// Scanline & Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 SourceRect;
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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;
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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 = Input.TexCoord + 0.5f / SourceDims;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float PI = 3.14159265f;
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uniform float PincushionAmount = 0.00f;
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uniform float CurvatureAmount = 0.08f;
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uniform float ScanlineAlpha = 1.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineHeight = 0.5f;
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uniform float ShadowAlpha = 0.0f;
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uniform float2 ShadowCount = float2(320.0f, 240.0f);
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uniform float2 ShadowUV = float2(0.375f, 0.375f);
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uniform float2 ShadowDims = float2(8.0f, 8.0f);
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uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
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uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 UsedArea = 1.0f / SourceRect;
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float2 HalfRect = SourceRect * 0.5f;
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float2 R2 = 1.0f / pow(length(UsedArea), 2.0f);
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// -- Screen Pincushion Calculation --
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float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
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float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2;
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float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
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float2 BaseCoord = Input.TexCoord;
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float2 ScanCoord = BaseCoord - 0.5f / ScreenDims;
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BaseCoord -= HalfRect;
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BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
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BaseCoord += HalfRect;
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BaseCoord += PincushionCurve;
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ScanCoord -= HalfRect;
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ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant
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ScanCoord += HalfRect;
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ScanCoord += PincushionCurve;
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float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f;
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float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2;
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float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
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float2 ScreenClipCoord = Input.TexCoord;
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ScreenClipCoord -= HalfRect;
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ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant
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ScreenClipCoord += HalfRect;
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ScreenClipCoord += CurvatureClipCurve;
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// RGB Pincushion Calculation
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float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
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float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
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float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
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// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
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clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1);
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clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1);
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// -- Scanline Simulation --
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float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale;
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float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y);
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float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha);
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float3 Scanned = BaseTexel.rgb * ScanBrightness;
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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Scanned = Floor + (1.0f - Floor) * Scanned;
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// Shadow mask
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// Note: This is broken right now and needs fixed
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float2 ShadowFrac = frac(BaseCoord * ShadowCount);
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float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims;
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float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha);
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// -- Final Pixel --
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float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color;
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Output.r = pow(Output.r, Power.r);
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Output.g = pow(Output.g, Power.g);
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Output.b = pow(Output.b, Power.b);
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Output.a = 1.0f;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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technique ScanMaskTechnique
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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_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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