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https://github.com/mamedev/mame.git
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d9ae40b9fe
- removed second defocus pass - limited defocus stength to a maximum of 2.0
128 lines
3.3 KiB
HLSL
128 lines
3.3 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Defocus Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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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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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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float3 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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// Defocus Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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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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float2 TexCoord = Input.TexCoord;
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TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.TexCoord = TexCoord;
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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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// Defocus Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float2 Defocus = float2(0.0f, 0.0f);
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// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
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// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
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static const float2 CoordOffset8[8] =
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{
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// 0.075x<EFBFBD> + 0.225x + 0.25
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float2(-1.60f, 0.25f),
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float2(-1.00f, -0.55f),
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float2(-0.55f, 1.00f),
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float2(-0.25f, -1.60f),
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float2( 0.25f, 1.60f),
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float2( 0.55f, -1.00f),
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float2( 1.00f, 0.55f),
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float2( 1.60f, -0.25f),
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};
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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// imaginary texel dimensions independed from source and target dimension
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float2 TexelDims = (1.0f / 1024.0f);
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float2 DefocusTexelDims = Defocus * TexelDims;
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float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb;
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float samples = 1.0f;
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for (int i = 0; i < 8; i++)
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{
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texel += tex2D(DiffuseSampler, Input.TexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
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samples += 1.0f;
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}
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return float4(texel / samples, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Defocus 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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}
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