mame/hlsl/deconverge.fx
Ryan Holtz e028e20476 - "And he did give them CRT bloom, and it scorched their eyes so; and they wept
openly, for there was nothing left to see with" [MooglyGuy]
  * Enabled vector bloom and associated .ini controls
  * Added raster bloom and associated .ini controls, each bloom "level" is the
    linear weight of successively half-sized render targets
  * Removed D3D8 mode
  * Mass renaming in D3D renderer to use namespaces, initial planning step to
    HAL-based renderer implementation on Windows (i.e., GL on Windows)
  * Converted d3d_info, d3d_poly_info, and d3d_texture_info into classes
  * Added batching of vectors for possible speed increase
  * Minor cleanup of shader state setting
2013-05-19 16:21:26 +00:00

136 lines
4.3 KiB
HLSL

//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
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 RedCoord : TEXCOORD0;
//float2 GrnCoord : TEXCOORD1;
//float2 BluCoord : TEXCOORD2;
float3 CoordX : TEXCOORD0;
float3 CoordY : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
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;
float3 CoordX : TEXCOORD0;
float3 CoordY : TEXCOORD1;
float2 TexCoord : TEXCOORD2;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float TargetWidth;
uniform float TargetHeight;
uniform float2 RawDims;
uniform float2 SizeRatio;
uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float Prescale;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 invDims = 1.0f / RawDims;
float2 Ratios = SizeRatio;
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;
float2 RadialRed = float2(RadialConvergeX.x, RadialConvergeY.x);
float2 RadialGrn = float2(RadialConvergeX.y, RadialConvergeY.y);
float2 RadialBlu = float2(RadialConvergeX.z, RadialConvergeY.z);
float2 ConvergeRed = float2(ConvergeX.x, ConvergeY.x);
float2 ConvergeGrn = float2(ConvergeX.y, ConvergeY.y);
float2 ConvergeBlu = float2(ConvergeX.z, ConvergeY.z);
float2 ScaledRatio = ((TexCoord * SizeRatio) - 0.5f);
Output.CoordX = ((((TexCoord.x / Ratios.x) - 0.5f)) * (1.0f + RadialConvergeX / RawDims.x) + 0.5f) * Ratios.x + ConvergeX * invDims.x;
Output.CoordY = ((((TexCoord.y / Ratios.y) - 0.5f)) * (1.0f + RadialConvergeY / RawDims.y) + 0.5f) * Ratios.y + ConvergeY * invDims.y;
//Output.RedCoord = (ScaledRatio * (1.0f + RadialRed / RawDims) + 0.5f) * SizeRatio + ConvergeRed * invDims;
//Output.GrnCoord = (ScaledRatio * (1.0f + RadialGrn / RawDims) + 0.5f) * SizeRatio + ConvergeGrn * invDims;
//Output.BluCoord = (ScaledRatio * (1.0f + RadialBlu / RawDims) + 0.5f) * SizeRatio + ConvergeBlu * invDims;
Output.TexCoord = TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float Alpha = tex2D(DiffuseSampler, Input.TexCoord).a;
//float RedTexel = tex2D(DiffuseSampler, Input.RedCoord).r;
//float GrnTexel = tex2D(DiffuseSampler, Input.GrnCoord).g;
//float BluTexel = tex2D(DiffuseSampler, Input.BluCoord).b;
float RedTexel = tex2D(DiffuseSampler, float2(Input.CoordX.x, Input.CoordY.x)).r;
float GrnTexel = tex2D(DiffuseSampler, float2(Input.CoordX.y, Input.CoordY.y)).g;
float BluTexel = tex2D(DiffuseSampler, float2(Input.CoordX.z, Input.CoordY.z)).b;
//return float4(Input.TexCoord, 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();
}
}