mame/hlsl/phosphor.fx
2016-12-30 13:18:41 -08:00

167 lines
4.2 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 PrevCoord : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Phosphor Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool Passthrough;
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; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.TexCoord;
Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.PrevCoord = Output.TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
uniform bool LCD = false;
uniform int Mode = 0;
uniform float DeltaTime = 0.0f;
uniform float LCDTau = 0.0f;
uniform float3 Tau = { 0.0f, 0.0f, 0.0f };
uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
uniform float3 Gamma = { 0.0f, 0.0f, 0.0f };
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
float r = PrevPix.r;
float g = PrevPix.g;
float b = PrevPix.b;
if (LCD) {
r *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
g *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
b *= LCDTau == 0 ? 0 : exp(-DeltaTime / LCDTau);
}
else if (Mode == 0) {
r = 0;
g = 0;
b = 0;
}
else if (Mode == 1) {
r *= Tau.r == 0 ? 0 : exp(-DeltaTime / Tau.r);
g *= Tau.g == 0 ? 0 : exp(-DeltaTime / Tau.g);
b *= Tau.b == 0 ? 0 : exp(-DeltaTime / Tau.b);
}
else {
if (r != 0.0f)
r = pow(Gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r), -Beta.r);
if (g != 0.0f)
g = pow(Gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g), -Beta.g);
if (b != 0.0f)
b = pow(Gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b), -Beta.b);
}
// Prevent burn-in
if (DeltaTime > 0.0f) {
float threshold = 0.5f / 255.0f / 12.92; // Half-color increment
r = max(0.0f, r - threshold);
g = max(0.0f, g - threshold);
b = max(0.0f, b - threshold);
}
float RedMax = max(CurrPix.r, r);
float GreenMax = max(CurrPix.g, g);
float BlueMax = max(CurrPix.b, b);
return Passthrough ?
CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
}
//-----------------------------------------------------------------------------
// Phosphor Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
SRGBWriteEnable = TRUE;
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}