mame/hlsl/prescale.fx
ImJezze d15d53c728 Fixed Bloom Level Alignment
- fixed target dimensions of bloom levels, which results in a much
better alignment especially for game with very low resolution (therefore
current bloom settings might look a little less intense than before)
- small cleanups (nw)
2016-02-07 13:40:24 +01:00

92 lines
2.3 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Prescale Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = NONE;
MinFilter = NONE;
MagFilter = NONE;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 Unused : TEXCOORD1;
};
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Prescale Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
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)
return Output;
}
//-----------------------------------------------------------------------------
// Prescale Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
return tex2D(DiffuseSampler, Input.TexCoord);
}
//-----------------------------------------------------------------------------
// Prescale Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}