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https://github.com/mamedev/mame.git
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7add547602
- implemented proper texture coordinates for vector quad primitive - vector screen is now processed in texture coordinates - revered workaround for raster screen, which is again processed in texture coordinates - known issue: cocktail mode for vector screen looks wrong
126 lines
3.9 KiB
HLSL
126 lines
3.9 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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static const float2 Coord1Offset = float2( 0.75f, 0.50f);
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static const float2 Coord2Offset = float2( 0.25f, 1.00f);
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static const float2 Coord3Offset = float2(-0.50f, 0.75f);
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static const float2 Coord4Offset = float2(-1.00f, 0.25f);
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static const float2 Coord5Offset = float2(-0.75f, -0.50f);
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static const float2 Coord6Offset = float2(-0.25f, -1.00f);
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static const float2 Coord7Offset = float2( 0.50f, -0.75f);
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static const float2 Coord8Offset = float2( 1.00f, -0.25f);
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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// imaginary texel dimensions independed from screen dimension, but ratio
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float2 TexelDims = (1.0f / 1024);
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float2 DefocusTexelDims = Defocus * TexelDims;
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float4 d = tex2D(DiffuseSampler, Input.TexCoord);
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float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
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float3 d2 = tex2D(DiffuseSampler, Input.TexCoord + Coord2Offset * DefocusTexelDims).rgb;
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float3 d3 = tex2D(DiffuseSampler, Input.TexCoord + Coord3Offset * DefocusTexelDims).rgb;
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float3 d4 = tex2D(DiffuseSampler, Input.TexCoord + Coord4Offset * DefocusTexelDims).rgb;
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float3 d5 = tex2D(DiffuseSampler, Input.TexCoord + Coord5Offset * DefocusTexelDims).rgb;
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float3 d6 = tex2D(DiffuseSampler, Input.TexCoord + Coord6Offset * DefocusTexelDims).rgb;
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float3 d7 = tex2D(DiffuseSampler, Input.TexCoord + Coord7Offset * DefocusTexelDims).rgb;
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float3 d8 = tex2D(DiffuseSampler, Input.TexCoord + Coord8Offset * DefocusTexelDims).rgb;
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float3 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f;
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blurred = lerp(d.rgb, blurred, 1.0f);
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return float4(blurred, d.a);
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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_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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