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https://github.com/mamedev/mame.git
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2820e31451
- Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
130 lines
4.2 KiB
HLSL
130 lines
4.2 KiB
HLSL
//-----------------------------------------------------------------------------
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// Deconvergence 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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float4 Color : COLOR0;
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float2 RedCoord : TEXCOORD0;
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float2 GrnCoord : TEXCOORD1;
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float2 BluCoord : TEXCOORD2;
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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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float2 ExtraInfo : TEXCOORD1;
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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 RedCoord : TEXCOORD0;
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float2 GrnCoord : TEXCOORD1;
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float2 BluCoord : TEXCOORD2;
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};
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//-----------------------------------------------------------------------------
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// Deconvergence Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float RedConvergeX;
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uniform float RedConvergeY;
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uniform float GrnConvergeX;
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uniform float GrnConvergeY;
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uniform float BluConvergeX;
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uniform float BluConvergeY;
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float WidthRatio;
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uniform float HeightRatio;
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uniform float RedRadialConvergeX;
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uniform float RedRadialConvergeY;
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uniform float GrnRadialConvergeX;
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uniform float GrnRadialConvergeY;
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uniform float BluRadialConvergeX;
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uniform float BluRadialConvergeY;
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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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float2 TargetRawRatio = float2(TargetWidth / RawWidth, TargetWidth / RawWidth);
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float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
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float2 Ratios = float2(1.0f / WidthRatio, 1.0f / HeightRatio);
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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.Color = Input.Color;
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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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float2 TexCoord = (Input.Position.xy * InvTexSize);
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TexCoord = TexCoord;// + float2(0.5f / TargetWidth, 0.5f / TargetHeight);// * float2(WidthRatio, HeightRatio);//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
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Output.RedCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RedRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + RedConvergeX * invDims.x;
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Output.GrnCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + GrnRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
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Output.BluCoord.x = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + BluRadialConvergeX / RawWidth) + 0.5f) * Ratios.x + GrnConvergeX * invDims.x;
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Output.RedCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RedRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + RedConvergeY * invDims.y;
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Output.GrnCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + GrnRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
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Output.BluCoord.y = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + BluRadialConvergeY / RawHeight) + 0.5f) * Ratios.y + BluConvergeY * invDims.y;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Deconvergence 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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float RedTexel = tex2D(DiffuseSampler, Input.RedCoord).r;
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float GrnTexel = tex2D(DiffuseSampler, Input.GrnCoord).g;
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float BluTexel = tex2D(DiffuseSampler, Input.BluCoord).b;
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return float4(RedTexel, GrnTexel, BluTexel, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Deconvergence 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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