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https://github.com/mamedev/mame.git
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92c2bdf917
- vector_length_ratio is now independent from screen size - changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0] - updated display name and description of vector_length_scale vector_length_ratio
97 lines
2.8 KiB
HLSL
97 lines
2.8 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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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 LineInfo : 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 LineInfo : 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 LineInfo : TEXCOORD1; // x is the line length, y is unused
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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 QuadDims;
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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.LineInfo = Input.LineInfo;
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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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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float lineLength = Input.LineInfo.x / max(QuadDims.x, QuadDims.y); // normalize
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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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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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