mame/hlsl/vector.fx
ImJezze 92c2bdf917 Normalized vector attenuation settings
- 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
2016-05-22 20:54:30 +02:00

97 lines
2.8 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Vector Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 LineInfo : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 LineInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 LineInfo : TEXCOORD1; // x is the line length, y is unused
};
//-----------------------------------------------------------------------------
// Vector Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 QuadDims;
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;
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.LineInfo = Input.LineInfo;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Vector Pixel Shader
//-----------------------------------------------------------------------------
uniform float TimeRatio; // Frame time of the vector (not set)
uniform float TimeScale; // How much frame time affects the vector's fade (not set)
uniform float LengthRatio; // Size at which fade is maximum
uniform float LengthScale; // How much length affects the vector's fade
float4 ps_main(PS_INPUT Input) : COLOR
{
float lineLength = Input.LineInfo.x / max(QuadDims.x, QuadDims.y); // normalize
float lineLengthRatio = LengthRatio;
float lineLengthScale = LengthScale;
float timeModulate = lerp(1.0f, TimeRatio, TimeScale);
float lengthModulate = 1.0f - clamp(lineLength / lineLengthRatio, 0.0f, 1.0f);
float timeLengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthScale);
float4 outColor = float4(timeLengthModulate, timeLengthModulate, timeLengthModulate, 1.0f);
outColor *= Input.Color;
return outColor;
}
//-----------------------------------------------------------------------------
// Vector Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}