mame/hlsl/downsample.fx

121 lines
4.2 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
float4 TexCoord45 : TEXCOORD2;
float4 TexCoord67 : TEXCOORD3;
float4 TexCoord89 : TEXCOORD4;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
float4 TexCoord45 : TEXCOORD2;
float4 TexCoord67 : TEXCOORD3;
float4 TexCoord89 : TEXCOORD4;
};
//-----------------------------------------------------------------------------
// Downsample Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 TargetSize;
uniform float2 SourceSize;
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform float Brighten;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= TargetSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel;
Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel;
Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel;
Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel;
Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel;
Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel;
Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel;
Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel;
Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel;
Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel;
return Output;
}
//-----------------------------------------------------------------------------
// Downsample Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy);
float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw);
float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy);
float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw);
float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy);
float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw);
float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f;
return float4(outTexel.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}