mirror of
https://github.com/mamedev/mame.git
synced 2024-11-18 10:06:19 +01:00
4523bfa2d0
Country Entertainment] - Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables custom HLSL INI writing explicitly, the other enables loading of the same. - Fixed disappearing aperture effect when using custom INI files. - Fixed diagonal seam on some games, for serious real this time - Fixed phosphor simulation, now works as expected
96 lines
2.3 KiB
HLSL
96 lines
2.3 KiB
HLSL
//-----------------------------------------------------------------------------
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// Passthrough 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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//-----------------------------------------------------------------------------
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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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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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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Passthrough Vertex Shader
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//-----------------------------------------------------------------------------
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float TargetWidth;
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float TargetHeight;
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float RawWidth;
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float RawHeight;
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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.TexCoord = Input.TexCoord + 0.5f / float2(TargetWidth, TargetHeight);
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Passthrough Pixel Shader
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//-----------------------------------------------------------------------------
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 RawDims = float2(RawWidth, RawHeight);
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float2 TexCoord = Input.TexCoord * RawDims;
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TexCoord -= frac(TexCoord);
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TexCoord += 0.5f;
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TexCoord /= RawDims;
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float4 Center = tex2D(DiffuseSampler, TexCoord);
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return Center;
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}
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//-----------------------------------------------------------------------------
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// Passthrough Effect
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//-----------------------------------------------------------------------------
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technique DeconvergeTechnique
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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_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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