mame/hlsl/primary.fx
ImJezze eea40fd0e4 Cleanup (nw)
- removed unused pincushion.fx
2015-12-31 16:32:35 +01:00

110 lines
2.7 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Primary Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Primary Vertex Shader
//-----------------------------------------------------------------------------
static const float Epsilon = 1.0e-7f;
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform bool PostPass;
uniform float Brighten;
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
float2 targetDims = TargetDims + Epsilon; // bug: with exact target dimensions the font disappears
Output.TexCoord = PostPass
? Input.Position.xy / ScreenDims
: Input.TexCoord;
Output.TexCoord += PostPass
? 0.5f / targetDims // half texel offset correction (DX9)
: 0.0f;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Primary Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
BaseTexel *= Input.Color + float4(Brighten, Brighten, Brighten, 0.0f);
return BaseTexel;
}
//-----------------------------------------------------------------------------
// Primary Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}