mame/hlsl/focus.fx
ImJezze b1f1300517 Made defocus strength equal for x/y and independent from screen size
- defocus is now independent from screen size and ratio
- horizontal and vertical defocus now have the same strength
- replaced asymmetric defocus kernel by a symmetric kernel
- defocus is now limited to a maximum of 10
- added shader uniforms for orientation and rotation settings
2015-12-20 13:57:28 +01:00

141 lines
4.3 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
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;
};
//-----------------------------------------------------------------------------
// Functions
//-----------------------------------------------------------------------------
bool xor(bool a, bool b)
{
return (a || b) && !(a && b);
}
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 SourceRect;
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.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord = TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
float2 Coord1Offset = float2( 0.75f, 0.50f);
float2 Coord2Offset = float2( 0.25f, 1.00f);
float2 Coord3Offset = float2(-0.50f, 0.75f);
float2 Coord4Offset = float2(-1.00f, 0.25f);
float2 Coord5Offset = float2(-0.75f, -0.50f);
float2 Coord6Offset = float2(-0.25f, -1.00f);
float2 Coord7Offset = float2( 0.50f, -0.75f);
float2 Coord8Offset = float2( 1.00f, -0.25f);
uniform float2 Defocus = float2(0.0f, 0.0f);
uniform bool OrientationSwapXY = false; // false landscape, true portrait for default screen orientation
uniform bool RotationSwapXY = false; // swapped default screen orientation due to screen rotation
float4 ps_main(PS_INPUT Input) : COLOR
{
float2 QuadRatio =
float2(1.0f, xor(OrientationSwapXY, RotationSwapXY)
? QuadDims.y / QuadDims.x
: QuadDims.x / QuadDims.y);
// imaginary texel dimensions independed from quad dimensions, but dependend on quad ratio
float2 DefocusTexelDims = (1.0f / 1024.0) * SourceRect * QuadRatio * Defocus;
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);
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}