mame/hlsl/bloom.fx

242 lines
5.9 KiB
HLSL

//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture DiffuseA;
texture DiffuseB;
texture DiffuseC;
texture DiffuseD;
texture DiffuseE;
texture DiffuseF;
texture DiffuseG;
texture DiffuseH;
texture DiffuseI;
texture DiffuseJ;
texture DiffuseK;
sampler DiffuseSampler0 = sampler_state
{
Texture = <DiffuseA>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler1 = sampler_state
{
Texture = <DiffuseB>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler2 = sampler_state
{
Texture = <DiffuseC>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler3 = sampler_state
{
Texture = <DiffuseD>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler4 = sampler_state
{
Texture = <DiffuseE>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler5 = sampler_state
{
Texture = <DiffuseF>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler6 = sampler_state
{
Texture = <DiffuseG>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler7 = sampler_state
{
Texture = <DiffuseH>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler8 = sampler_state
{
Texture = <DiffuseI>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler9 = sampler_state
{
Texture = <DiffuseJ>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
sampler DiffuseSampler10 = sampler_state
{
Texture = <DiffuseK>;
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;
};
//-----------------------------------------------------------------------------
// Bloom Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 TargetSize;
uniform float DiffuseScaleA;
uniform float DiffuseScaleB;
uniform float DiffuseScaleC;
uniform float DiffuseScaleD;
uniform float DiffuseScaleE;
uniform float DiffuseScaleF;
uniform float DiffuseScaleG;
uniform float DiffuseScaleH;
uniform float DiffuseScaleI;
uniform float DiffuseScaleJ;
uniform float DiffuseScaleK;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= TargetSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
Output.TexCoord = Input.Position.xy * inversePixel;
return Output;
}
//-----------------------------------------------------------------------------
// Bloom Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb * DiffuseScaleA * 1.00f;
float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb * DiffuseScaleB * 0.95f;
float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb * DiffuseScaleC * 0.85f;
float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb * DiffuseScaleD * 0.75f;
float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb * DiffuseScaleE * 0.65f;
float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb * DiffuseScaleF * 0.55f;
float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb * DiffuseScaleG * 0.45f;
float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb * DiffuseScaleH * 0.35f;
float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb * DiffuseScaleI * 0.25f;
float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb * DiffuseScaleJ * 0.15f;
float3 texel10 = tex2D(DiffuseSampler10, Input.TexCoord).rgb * DiffuseScaleK * 0.10f;
return float4(texel0 + texel1 + texel2 + texel3 + texel4 +
texel5 + texel6 + texel7 + texel8 + texel9 + texel10, 1.0f);
}
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler0>; // 2048x2048
Sampler[1] = <DiffuseSampler1>; // 1024x1024
Sampler[2] = <DiffuseSampler2>; // 512x512
Sampler[3] = <DiffuseSampler3>; // 256x256
Sampler[4] = <DiffuseSampler4>; // 128x128
Sampler[5] = <DiffuseSampler5>; // 64x64
Sampler[6] = <DiffuseSampler6>; // 32x32
Sampler[7] = <DiffuseSampler7>; // 16x16
Sampler[8] = <DiffuseSampler8>; // 8x8
Sampler[9] = <DiffuseSampler9>; // 4x4
Sampler[10] = <DiffuseSampler10>; // 2x2
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}