mirror of
https://github.com/mamedev/mame.git
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304 lines
7.6 KiB
HLSL
304 lines
7.6 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Effect File Variables
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//-----------------------------------------------------------------------------
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texture DiffuseA;
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texture DiffuseB;
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texture DiffuseC;
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texture DiffuseD;
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texture DiffuseE;
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texture DiffuseF;
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texture DiffuseG;
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texture DiffuseH;
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texture DiffuseI;
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texture DiffuseJ;
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texture DiffuseK;
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sampler DiffuseSampler0 = sampler_state
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{
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Texture = <DiffuseA>;
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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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sampler DiffuseSampler1 = sampler_state
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{
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Texture = <DiffuseB>;
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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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sampler DiffuseSampler2 = sampler_state
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{
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Texture = <DiffuseC>;
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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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sampler DiffuseSampler3 = sampler_state
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{
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Texture = <DiffuseD>;
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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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sampler DiffuseSampler4 = sampler_state
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{
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Texture = <DiffuseE>;
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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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sampler DiffuseSampler5 = sampler_state
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{
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Texture = <DiffuseF>;
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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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sampler DiffuseSampler6 = sampler_state
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{
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Texture = <DiffuseG>;
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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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sampler DiffuseSampler7 = sampler_state
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{
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Texture = <DiffuseH>;
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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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sampler DiffuseSampler8 = sampler_state
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{
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Texture = <DiffuseI>;
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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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sampler DiffuseSampler9 = sampler_state
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{
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Texture = <DiffuseJ>;
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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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sampler DiffuseSamplerA = sampler_state
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{
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Texture = <DiffuseK>;
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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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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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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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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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float4 TexCoord45 : TEXCOORD2;
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float4 TexCoord67 : TEXCOORD3;
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float4 TexCoord89 : TEXCOORD4;
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float2 TexCoordA : TEXCOORD5;
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};
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//-----------------------------------------------------------------------------
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// Bloom Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 Prescale = float2(8.0f, 8.0f);
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uniform float4 Level01Size;
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uniform float4 Level23Size;
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uniform float4 Level45Size;
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uniform float4 Level67Size;
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uniform float4 Level89Size;
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uniform float2 LevelASize;
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uniform bool PrepareVector = false;
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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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float2 ScreenDimsTexel = 1.0f / ScreenDims;
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float2 HalfPrescale = Prescale * 0.5f;
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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;
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Output.Position.xy -= 0.5f;
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Output.Position.xy *= 2.0f;
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Output.Color = Input.Color;
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// Vector graphics is not prescaled it has the size of the screen
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if (PrepareVector)
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{
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Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level01Size;
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Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level23Size;
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Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level45Size;
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Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level67Size;
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Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level89Size;
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Output.TexCoordA = Input.Position.xy / ScreenDims.xy + 1.0f / LevelASize;
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}
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else
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{
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Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level01Size;
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Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level23Size;
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Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level45Size;
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Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level67Size;
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Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level89Size;
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Output.TexCoordA = Input.Position.xy / ScreenDims.xy + HalfPrescale.xy / LevelASize;
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}
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Bloom Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float4 Level0123Weight;
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uniform float4 Level4567Weight;
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uniform float3 Level89AWeight;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord01.xy).rgb;
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float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord01.zw).rgb;
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float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord23.xy).rgb;
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float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord23.zw).rgb;
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float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord45.xy).rgb;
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float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord45.zw).rgb;
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float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord67.xy).rgb;
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float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord67.zw).rgb;
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float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord89.xy).rgb;
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float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord89.zw).rgb;
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float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoordA).rgb;
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texel0 = texel0 * Level0123Weight.x;
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texel1 = texel1 * Level0123Weight.y;
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texel2 = texel2 * Level0123Weight.z;
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texel3 = texel3 * Level0123Weight.w;
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texel4 = texel4 * Level4567Weight.x;
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texel5 = texel5 * Level4567Weight.y;
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texel6 = texel6 * Level4567Weight.z;
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texel7 = texel7 * Level4567Weight.w;
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texel8 = texel8 * Level89AWeight.x;
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texel9 = texel9 * Level89AWeight.y;
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texelA = texelA * Level89AWeight.z;
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float4 sum = float4(
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texel0 +
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texel1 +
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texel2 +
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texel3 +
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texel4 +
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texel5 +
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texel6 +
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texel7 +
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texel8 +
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texel9 +
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texelA, 1.0f);
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return sum;
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}
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//-----------------------------------------------------------------------------
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// Downsample Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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Sampler[0] = <DiffuseSampler0>; // 2048x2048
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Sampler[1] = <DiffuseSampler1>; // 1024x1024
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Sampler[2] = <DiffuseSampler2>; // 512x512
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Sampler[3] = <DiffuseSampler3>; // 256x256
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Sampler[4] = <DiffuseSampler4>; // 128x128
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Sampler[5] = <DiffuseSampler5>; // 64x64
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Sampler[6] = <DiffuseSampler6>; // 32x32
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Sampler[7] = <DiffuseSampler7>; // 16x16
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Sampler[8] = <DiffuseSampler8>; // 8x8
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Sampler[9] = <DiffuseSampler9>; // 4x4
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Sampler[10] = <DiffuseSamplerA>; // 2x2
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VertexShader = compile vs_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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