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https://github.com/mamedev/mame.git
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37b596b7b4
- color converge is now independent from ratio - the radial converge now "translates" the most outer pixel as thay would be translated by the linar converge with the same amount - color converge is now limited to a maximum of 10 - added color converge pass to vector rendering
143 lines
4.1 KiB
HLSL
143 lines
4.1 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Deconvergence Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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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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float3 TexCoordX : TEXCOORD0;
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float3 TexCoordY : TEXCOORD1;
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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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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float3 TexCoordX : TEXCOORD0;
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float3 TexCoordY : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Deconvergence 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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uniform float2 TargetDims;
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uniform float2 QuadDims;
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uniform bool SwapXY = false;
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uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
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uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
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uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
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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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float2 HalfSourceRect = SourceRect * 0.5f;
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float2 QuadRatio =
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float2(1.0f, SwapXY
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? QuadDims.y / QuadDims.x
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: QuadDims.x / QuadDims.y);
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// imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
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float2 FixedTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio;
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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; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // toom
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float2 TexCoord = Input.TexCoord;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.Color = Input.Color;
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Output.TexCoordX = TexCoord.xxx;
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Output.TexCoordY = TexCoord.yyy;
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// center coordinates
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Output.TexCoordX -= HalfSourceRect.xxx;
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Output.TexCoordY -= HalfSourceRect.yyy;
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// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
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float2 radialConvergeOffset = 2.0f / SourceRect;
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// radial converge
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Output.TexCoordX *= 1.0f + RadialConvergeX * FixedTexelDims.xxx * radialConvergeOffset.xxx;
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Output.TexCoordY *= 1.0f + RadialConvergeY * FixedTexelDims.yyy * radialConvergeOffset.yyy;
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// un-center coordinates
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Output.TexCoordX += HalfSourceRect.xxx;
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Output.TexCoordY += HalfSourceRect.yyy;
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// linear converge
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Output.TexCoordX += ConvergeX * FixedTexelDims.xxx;
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Output.TexCoordY += ConvergeY * FixedTexelDims.yyy;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Deconvergence 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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float r = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).r;
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float g = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).g;
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float b = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).b;
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return float4(r, g, b, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Deconvergence 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_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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