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b5a54b761c
* Remove broken scanline uniform from post_pass * Add 3D LUT to HLSL * Allow individual LUTs for screen and UI * WIP: Port 3D LUT to BGFX * Finish porting LUT to BGFX * Add individual phosphor color conversion for HLSL new file: hlsl/chroma.fx Shader for converting xyY3 to sRGB modified: hlsl/phosphor.fx Minor changes to emphasize idea that phosphors are color agnostic modified: hlsl/post.fx Conversion from signal RGB to xyY3 modified: src/osd/modules/render/d3d/d3dhlsl.cpp modified: src/osd/modules/render/d3d/d3dhlsl.h modified: src/osd/windows/winmain.cpp modified: src/osd/windows/winmain.h * Add phosphor examples and update presets * Port phosphor color shaders to BGFX * Fix missing newlines at EOF
128 lines
3.2 KiB
HLSL
128 lines
3.2 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Phosphor 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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texture LastPass;
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sampler PreviousSampler = sampler_state
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{
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Texture = <LastPass>;
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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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float2 TexCoord : TEXCOORD0;
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float2 PrevCoord : 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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};
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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 PrevCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Phosphor Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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uniform bool Passthrough;
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VS_OUTPUT vs_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0.0;
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Output.Position = float4(Input.Position.xyz, 1.0);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0 - Output.Position.y; // flip y
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Output.Position.xy -= 0.5; // center
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Output.Position.xy *= 2.0; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9)
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Output.PrevCoord = Output.TexCoord;
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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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// Phosphor Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float DeltaTime = 0.0;
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uniform float3 Phosphor = float3(0.0, 0.0, 0.0);
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static const float F = 30.0;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 CurrY = tex2D(DiffuseSampler, Input.TexCoord);
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float3 PrevY = tex2D(PreviousSampler, Input.PrevCoord).rgb;
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PrevY[0] *= Phosphor[0] == 0.0 ? 0.0 : pow(Phosphor[0], F * DeltaTime);
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PrevY[1] *= Phosphor[1] == 0.0 ? 0.0 : pow(Phosphor[1], F * DeltaTime);
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PrevY[2] *= Phosphor[2] == 0.0 ? 0.0 : pow(Phosphor[2], F * DeltaTime);
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float a = max(PrevY[0], CurrY[0]);
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float b = max(PrevY[1], CurrY[1]);
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float c = max(PrevY[2], CurrY[2]);
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return Passthrough ? CurrY : float4(a, b, c, CurrY.a);
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}
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//-----------------------------------------------------------------------------
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// Phosphor 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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