mirror of
https://github.com/mamedev/mame.git
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297 lines
No EOL
8.6 KiB
HLSL
297 lines
No EOL
8.6 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <DiffuseTexture>;
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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 ShadowTexture;
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sampler ShadowSampler = sampler_state
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{
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Texture = <ShadowTexture>;
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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_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 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 SourceCoord : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 ScreenCoord : TEXCOORD2;
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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 SourceCoord : TEXCOORD0;
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float2 TexCoord : TEXCOORD1;
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float2 ScreenCoord : TEXCOORD2;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float PHI = 1.618034f;
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 TargetDims;
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uniform float2 QuadDims;
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
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uniform bool SwapXY = false;
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uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
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uniform bool VectorScreen = false;
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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.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += PrepareBloom
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? 0.0f / TargetDims // use half texel offset (DX9) to do the blur for first bloom layer
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: 0.5f / TargetDims; // fix half texel offset correction (DX9)
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Output.ScreenCoord = Input.Position.xy / ScreenDims;
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Output.SourceCoord = Input.TexCoord;
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Output.SourceCoord += 0.5f / TargetDims;
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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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// Scanline & Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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uniform float HumBarAlpha = 0.0f;
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uniform float TimeMilliseconds = 0.0f;
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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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 = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
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uniform float ShadowAlpha = 0.0f;
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uniform float2 ShadowCount = float2(6.0f, 6.0f);
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uniform float2 ShadowUV = float2(0.25f, 0.25f);
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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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float2 GetAdjustedCoords(float2 coord, float2 centerOffset)
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{
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// center coordinates
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coord -= centerOffset;
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// apply screen scale
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coord /= ScreenScale;
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// un-center coordinates
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coord += centerOffset;
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// apply screen offset
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coord += (centerOffset * 2.0) * ScreenOffset;
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return coord;
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}
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// vector screen has the same quad texture coordinates for every screen orientation, raster screen differs
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float2 GetShadowCoord(float2 QuadCoord, float2 SourceCoord)
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{
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float2 QuadTexel = 1.0f / QuadDims;
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float2 SourceTexel = 1.0f / SourceDims;
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float2 canvasCoord = ShadowTileMode == 0
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? QuadCoord + ShadowUVOffset / QuadDims
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: SourceCoord + ShadowUVOffset / SourceDims;
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float2 canvasTexelDims = ShadowTileMode == 0
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? QuadTexel
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: SourceTexel;
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float2 shadowDims = ShadowDims;
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float2 shadowUV = ShadowUV;
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float2 shadowCount = ShadowCount;
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// swap x/y vector and raster in screen mode (not source mode)
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canvasCoord = ShadowTileMode == 0 && SwapXY
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? canvasCoord.yx
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: canvasCoord.xy;
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// swap x/y vector and raster in screen mode (not source mode)
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shadowCount = ShadowTileMode == 0 && SwapXY
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = canvasTexelDims * shadowCount;
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// swap x/y vector in screen mode (not raster and not source mode)
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shadowTile = VectorScreen && ShadowTileMode == 0 && SwapXY
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? shadowTile.yx
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: shadowTile.xy;
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float2 shadowFrac = frac(canvasCoord / shadowTile);
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// swap x/y raster in screen mode (not vector and not source mode)
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shadowFrac = !VectorScreen && ShadowTileMode == 0 && SwapXY
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? shadowFrac.yx
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: shadowFrac.xy;
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float2 shadowCoord = (shadowFrac * shadowUV);
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shadowCoord += 0.5f / shadowDims; // half texel offset
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return shadowCoord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenCoord = Input.ScreenCoord;
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float2 TexCoord = GetAdjustedCoords(Input.TexCoord, 0.5f);
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float2 SourceCoord = GetAdjustedCoords(Input.SourceCoord, 0.5f);
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// Color
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float4 BaseColor = tex2D(DiffuseSampler, TexCoord);
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BaseColor.a = 1.0f;
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// keep border
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if (!PrepareBloom)
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{
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// clip border
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clip(TexCoord < 0.0f || TexCoord > 1.0f ? -1 : 1);
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0f)
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{
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float2 ShadowCoord = GetShadowCoord(ScreenCoord, SourceCoord);
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
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float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha;
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// apply shadow mask color
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BaseColor.rgb *= ShadowMaskColor;
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// clear shadow mask by background color
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BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
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}
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// Color Compression (may not affect bloom)
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if (!PrepareBloom)
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{
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// increasing the floor of the signal without affecting the ceiling
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BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
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}
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// Color Power (may affect bloom)
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BaseColor.r = pow(BaseColor.r, Power.r);
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BaseColor.g = pow(BaseColor.g, Power.g);
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BaseColor.b = pow(BaseColor.b, Power.b);
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// Scanline Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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// Scanline Simulation (may not affect vector screen)
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if (!VectorScreen && ScanlineAlpha > 0.0f)
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{
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float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
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float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = SourceCoord.y * SourceDims.y * ScanlineScale * PI;
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float ScanlineCoordJitter = ScanlineOffset * PHI;
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float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
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float ScanlineWide = ScanlineHeight + max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
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float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
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float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
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BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
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}
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// Hum Bar Simulation (may not affect vector screen)
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if (!VectorScreen && HumBarAlpha > 0.0f)
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{
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float HumBarStep = frac(TimeMilliseconds * HumBarDesync);
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float HumBarBrightness = 1.0 - frac(SourceCoord.y + HumBarStep) * HumBarAlpha;
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BaseColor.rgb *= HumBarBrightness;
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}
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}
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return BaseColor;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask 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_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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} |