mame/hlsl/focus.fx
ImJezze e57c90084c Quality and Performance improvements
- HLSL now uses NPOT sized target surfaces (breaks compatibility with
graphics cards based on R300/R400/NV30 and older)
- HLSL target surfaces now have the size of the screen canvas
- removed HLSL pre-scale factor
- HLSL now uses a sharp bilinear interpolation to pre-scale textures to
screen canvas size, based on [Themaister's] implementation
- improved overall performance (based on the previously required
pre-scale factor, you might notice a 5-50% speed-up depending on your
graphics card, more if you used a higher pre-scale factor)
- improved shadow mask quality (pixel-perfect) in screen-mode
- fixed half source texel offset of bloom level alignment
- removed ./hlsl/artwork_support folder
- all shaders after pre-scale are now based on screen coordinate
(workaground, till both raster and vector pass can work on texture
coordinates)
- disabled distortion shader for more than one screen and for artworks
in full mode, does not affect artworks in copped mode (workaground, till
both raster and vector pass can work on texture coordinates)
- moved compute_texture_size() from texture_info to texture_manager (nw)
2016-02-20 21:58:56 +01:00

132 lines
4.1 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Defocus 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;
};
//-----------------------------------------------------------------------------
// Defocus Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
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 TexCoord = Input.Position.xy / ScreenDims;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Defocus Pixel Shader
//-----------------------------------------------------------------------------
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool SwapXY = false;
static const float2 Coord1Offset = float2( 0.75f, 0.50f);
static const float2 Coord2Offset = float2( 0.25f, 1.00f);
static const float2 Coord3Offset = float2(-0.50f, 0.75f);
static const float2 Coord4Offset = float2(-1.00f, 0.25f);
static const float2 Coord5Offset = float2(-0.75f, -0.50f);
static const float2 Coord6Offset = float2(-0.25f, -1.00f);
static const float2 Coord7Offset = float2( 0.50f, -0.75f);
static const float2 Coord8Offset = float2( 1.00f, -0.25f);
float4 ps_main(PS_INPUT Input) : COLOR
{
// we have to handle the swap of the coordinates ourself, because we are using screen not texture coordinates
float2 defocus = SwapXY ? Defocus.yx : Defocus.xy;
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024) * (QuadDims / ScreenDims);
float2 DefocusTexelDims = defocus * TexelDims;
float4 d = tex2D(DiffuseSampler, Input.TexCoord);
float3 d1 = tex2D(DiffuseSampler, Input.TexCoord + Coord1Offset * DefocusTexelDims).rgb;
float3 d2 = tex2D(DiffuseSampler, Input.TexCoord + Coord2Offset * DefocusTexelDims).rgb;
float3 d3 = tex2D(DiffuseSampler, Input.TexCoord + Coord3Offset * DefocusTexelDims).rgb;
float3 d4 = tex2D(DiffuseSampler, Input.TexCoord + Coord4Offset * DefocusTexelDims).rgb;
float3 d5 = tex2D(DiffuseSampler, Input.TexCoord + Coord5Offset * DefocusTexelDims).rgb;
float3 d6 = tex2D(DiffuseSampler, Input.TexCoord + Coord6Offset * DefocusTexelDims).rgb;
float3 d7 = tex2D(DiffuseSampler, Input.TexCoord + Coord7Offset * DefocusTexelDims).rgb;
float3 d8 = tex2D(DiffuseSampler, Input.TexCoord + Coord8Offset * DefocusTexelDims).rgb;
float3 blurred = (d.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7 + d8) / 9.0f;
blurred = lerp(d.rgb, blurred, 1.0f);
return float4(blurred, d.a);
}
//-----------------------------------------------------------------------------
// Defocus Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}