mame/hlsl/prescale.fx
Ryan Holtz f42b5ccda0 No whatsnew
Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
2011-05-31 13:53:25 +00:00

96 lines
2.2 KiB
HLSL

//-----------------------------------------------------------------------------
// Passthrough 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;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Passthrough Vertex Shader
//-----------------------------------------------------------------------------
float TargetWidth;
float TargetHeight;
float RawWidth;
float RawHeight;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
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.TexCoord = Input.TexCoord;
return Output;
}
//-----------------------------------------------------------------------------
// Passthrough Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 RawDims = float2(RawWidth, RawHeight);
float2 TexCoord = Input.TexCoord * RawDims;
TexCoord -= frac(TexCoord);
TexCoord += 0.5f;
TexCoord /= RawDims;
float4 Center = tex2D(DiffuseSampler, TexCoord);
return Center;
}
//-----------------------------------------------------------------------------
// Passthrough Effect
//-----------------------------------------------------------------------------
technique DeconvergeTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}