mirror of
https://github.com/mamedev/mame.git
synced 2024-11-18 10:06:19 +01:00
203 lines
6.4 KiB
HLSL
203 lines
6.4 KiB
HLSL
//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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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 Shadow;
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sampler ShadowSampler = sampler_state
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{
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Texture = <Shadow>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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AddressW = WRAP;
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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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};
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struct VS_INPUT
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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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};
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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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};
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float WidthRatio;
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uniform float HeightRatio;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight);
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//float Zoom = 32.0f;
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//Output.TexCoord /= Zoom;
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//Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio);
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float PI = 3.14159265f;
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uniform float PincushionAmount = 0.00f;
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uniform float CurvatureAmount = 0.08f;
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uniform float ScanlineAmount = 1.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineHeight = 0.5f;
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uniform float UseShadow = 0.0f;
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uniform float ShadowBrightness = 1.0f;
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uniform float ShadowPixelSizeX = 3.0f;
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uniform float ShadowPixelSizeY = 3.0f;
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uniform float ShadowMaskSizeX = 3.0f;
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uniform float ShadowMaskSizeY = 3.0f;
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uniform float ShadowU = 0.375f;
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uniform float ShadowV = 0.375f;
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uniform float ShadowWidth = 8.0f;
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uniform float ShadowHeight = 8.0f;
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uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
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uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 Ratios = float2(WidthRatio, HeightRatio);
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// -- Screen Pincushion Calculation --
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float2 PinViewpointOffset = float2(0.0f, 0.0f);
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float2 PinUnitCoord = (Input.TexCoord + PinViewpointOffset) * Ratios * 2.0f - 1.0f;
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float PincushionR2 = pow(length(PinUnitCoord), 2.0f) / pow(length(Ratios), 2.0f);
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float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2;
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float2 BaseCoord = Input.TexCoord;
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float2 ScanCoord = BaseCoord - 0.5f / float2(TargetWidth, TargetHeight);
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BaseCoord -= 0.5f / Ratios;
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BaseCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
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BaseCoord += 0.5f / Ratios;
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BaseCoord += PincushionCurve;
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ScanCoord -= 0.5f / Ratios;
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ScanCoord *= 1.0f - PincushionAmount * Ratios * 0.2f; // Warning: Magic constant
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ScanCoord += 0.5f / Ratios;
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ScanCoord += PincushionCurve;
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float2 CurveClipUnitCoord = Input.TexCoord * Ratios * 2.0f - 1.0f;
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float CurvatureClipR2 = pow(length(CurveClipUnitCoord),2.0f) / pow(length(Ratios), 2.0f);
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float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2;
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float2 ScreenClipCoord = Input.TexCoord;
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ScreenClipCoord -= 0.5f / Ratios;
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ScreenClipCoord *= 1.0f - CurvatureAmount * Ratios * 0.2f; // Warning: Magic constant
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ScreenClipCoord += 0.5f / Ratios;
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ScreenClipCoord += CurvatureClipCurve;
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// RGB Pincushion Calculation
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float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2;
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float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2;
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float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
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// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
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clip((BaseCoord.x < 1.0f / RawWidth) ? -1 : 1);
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clip((BaseCoord.y < 1.0f / RawHeight) ? -1 : 1);
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clip((BaseCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth)) ? -1 : 1);
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clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1);
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// -- Scanline Simulation --
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float InnerSine = ScanCoord.y * RawHeight * ScanlineScale;
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float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * RawHeight);
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float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAmount);
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float3 Scanned = BaseTexel.rgb * ScanBrightness;
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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Scanned = Floor + (1.0f - Floor) * Scanned;
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float2 ShadowDims = float2(ShadowWidth, ShadowHeight);
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float2 ShadowUV = float2(ShadowU, ShadowV);
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float2 ShadowMaskSize = float2(ShadowMaskSizeX, ShadowMaskSizeY);
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float2 ShadowFrac = frac(BaseCoord * ShadowMaskSize);
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float2 ShadowCoord = ShadowFrac * ShadowUV + float2(1.5f / ShadowWidth, 1.5f / ShadowHeight);
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float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, UseShadow);
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// -- Final Pixel --
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float4 Output = float4(Scanned * lerp(1.0f, ShadowTexel, ShadowBrightness), BaseTexel.a) * Input.Color;
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Output.r = pow(Output.r, Power.r);
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Output.g = pow(Output.g, Power.g);
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Output.b = pow(Output.b, Power.b);
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Output.a = 1.0f;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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technique ScanMaskTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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//Sampler[0] = <DiffuseSampler>;
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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