mame/hlsl/deconverge.fx
Ryan Holtz c8ef077d5b HLSL Updates: [Ryan Holtz, Bat Country Entertainment]
- Switched to point-sampling through most of the shader chain to avoid non-intentional pixel smearing
- Corrected alignment and scaling on the shadow mask and scanlines; dramatically reduces rainbow banding at non-oversampled resolutions.
2011-05-27 10:07:11 +00:00

149 lines
5.4 KiB
HLSL

//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = POINT;
MinFilter = POINT;
MagFilter = POINT;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 RedCoord : TEXCOORD0;
float2 GrnCoord : TEXCOORD1;
float2 BluCoord : TEXCOORD2;
float2 TexCoord : TEXCOORD3;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 RedCoord : TEXCOORD0;
float2 GrnCoord : TEXCOORD1;
float2 BluCoord : TEXCOORD2;
float2 TexCoord : TEXCOORD3;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float RedConvergeX;
uniform float RedConvergeY;
uniform float GrnConvergeX;
uniform float GrnConvergeY;
uniform float BluConvergeX;
uniform float BluConvergeY;
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
uniform float RedRadialConvergeX;
uniform float RedRadialConvergeY;
uniform float GrnRadialConvergeX;
uniform float GrnRadialConvergeY;
uniform float BluRadialConvergeX;
uniform float BluRadialConvergeY;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth);
float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
float2 TexCoord = Input.TexCoord;
Output.RedCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x;
Output.GrnCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
Output.BluCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + BluConvergeX * invDims.x;
Output.RedCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y;
Output.GrnCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + GrnConvergeY * invDims.y;
Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
Output.TexCoord = TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 MagnetOffset = float2(32.0f / RawWidth, 32.0f / RawHeight);
float2 MagnetCenter = float2(0.9f / WidthRatio, 0.9f / HeightRatio);
float MagnetDistance = length((MagnetCenter - Input.TexCoord) * float2(WidthRatio, HeightRatio));
float Deconverge = 1.0f - MagnetDistance / MagnetCenter;
Deconverge = 1.0f;//clamp(Deconverge, 0.0f, 1.0f);
float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
float RedTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.RedCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).r;
float GrnTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.GrnCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).g;
float BluTexel = tex2D(DiffuseSampler, lerp(Input.TexCoord, Input.BluCoord, Deconverge) + 0.5f / float2(RawWidth, RawHeight)).b;
RedTexel *= Input.RedCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f;
RedTexel *= Input.RedCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f;
RedTexel *= Input.RedCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f;
RedTexel *= Input.RedCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f;
GrnTexel *= Input.GrnCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f;
GrnTexel *= Input.GrnCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f;
GrnTexel *= Input.GrnCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f;
GrnTexel *= Input.GrnCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f;
BluTexel *= Input.BluCoord.x < (1.0f / TargetWidth) ? 0.0f : 1.0f;
BluTexel *= Input.BluCoord.y < (1.0f / TargetHeight) ? 0.0f : 1.0f;
BluTexel *= Input.BluCoord.x > (1.0f / WidthRatio) ? 0.0f : 1.0f;
BluTexel *= Input.BluCoord.y > (1.0f / HeightRatio) ? 0.0f : 1.0f;
return float4(RedTexel, GrnTexel, BluTexel, Alpha);
}
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}