mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
91172125de
hlsl/ghosting.fx: Add LCD ghosting shader hlsl/phosphor.fx: Remove LCD logic ini/presets/gameboy.ini, ini/presets/gba.ini, ini/presets/lcd-matrix.ini, ini/presets/lcd.ini, ini/presets/raster.ini, ini/presets/vector.ini: Update presets src/osd/modules/render/d3d/d3dhlsl.cpp, src/osd/modules/render/d3d/d3dhlsl.h: Add LCD shader and sliders. Allow sliders to be adjusted for R, G, and B components. src/osd/windows/winmain.cpp, src/osd/windows/winmain.h: Add LCD ghosting options.# Please enter the commit message for your changes. Lines starting
166 lines
4.1 KiB
HLSL
166 lines
4.1 KiB
HLSL
// license:BSD-3-Clause
|
|
// copyright-holders:Ryan Holtz, Westley M. Martinez
|
|
//-----------------------------------------------------------------------------
|
|
// Phosphor Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sampler Definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
texture Diffuse;
|
|
|
|
sampler DiffuseSampler = sampler_state
|
|
{
|
|
Texture = <Diffuse>;
|
|
SRGBTexture = TRUE;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
texture LastPass;
|
|
|
|
sampler PreviousSampler = sampler_state
|
|
{
|
|
Texture = <LastPass>;
|
|
SRGBTexture = TRUE;
|
|
MipFilter = LINEAR;
|
|
MinFilter = LINEAR;
|
|
MagFilter = LINEAR;
|
|
AddressU = CLAMP;
|
|
AddressV = CLAMP;
|
|
AddressW = CLAMP;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vertex Definitions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float2 PrevCoord : TEXCOORD1;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float3 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float2 PrevCoord : TEXCOORD1;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Phosphor Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float2 ScreenDims;
|
|
uniform float2 TargetDims;
|
|
|
|
uniform bool Passthrough;
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT Input)
|
|
{
|
|
VS_OUTPUT Output = (VS_OUTPUT)0;
|
|
|
|
Output.Position = float4(Input.Position.xyz, 1.0f);
|
|
Output.Position.xy /= ScreenDims;
|
|
Output.Position.y = 1.0f - Output.Position.y; // flip y
|
|
Output.Position.xy -= 0.5f; // center
|
|
Output.Position.xy *= 2.0f; // zoom
|
|
|
|
Output.TexCoord = Input.TexCoord;
|
|
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
|
|
|
|
Output.PrevCoord = Output.TexCoord;
|
|
|
|
Output.Color = Input.Color;
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Phosphor Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform int Mode = 0;
|
|
uniform float DeltaTime = 0.0f;
|
|
uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f };
|
|
uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
|
|
static const float TAU_FACTOR = 0.4342944819;
|
|
static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100;
|
|
// sRGB half-step for small intensities
|
|
float THRESHOLD = 0.5f / 255.0f / 12.92f;
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
|
|
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
|
|
float r = PrevPix.r;
|
|
float g = PrevPix.g;
|
|
float b = PrevPix.b;
|
|
|
|
if (Mode == 0) {
|
|
r = 0;
|
|
g = 0;
|
|
b = 0;
|
|
}
|
|
else if (Mode == 1) {
|
|
float3 tau = TimeConstant * TAU_FACTOR;
|
|
|
|
r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r);
|
|
g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g);
|
|
b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
|
|
}
|
|
else {
|
|
float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
|
|
|
|
if (r != 0.0f)
|
|
r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r),
|
|
-Beta.r);
|
|
if (g != 0.0f)
|
|
g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g),
|
|
-Beta.g);
|
|
if (b != 0.0f)
|
|
b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b),
|
|
-Beta.b);
|
|
}
|
|
// Prevent burn-in
|
|
if (DeltaTime > 0.0f) {
|
|
r = max(0.0f, r - THRESHOLD);
|
|
g = max(0.0f, g - THRESHOLD);
|
|
b = max(0.0f, b - THRESHOLD);
|
|
}
|
|
r = max(CurrPix.r, r);
|
|
g = max(CurrPix.g, g);
|
|
b = max(CurrPix.b, b);
|
|
return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Phosphor Technique
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique DefaultTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
SRGBWriteEnable = TRUE;
|
|
Lighting = FALSE;
|
|
|
|
VertexShader = compile vs_2_0 vs_main();
|
|
PixelShader = compile ps_2_0 ps_main();
|
|
}
|
|
}
|