mirror of
https://github.com/mamedev/mame.git
synced 2024-11-16 07:48:32 +01:00
f3d341a544
Focus: 8-sample blur that averages 7 samples around a center sample. Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass. Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions. Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN. Primary: Simple passthrough for UI and artwork.
97 lines
2.5 KiB
HLSL
97 lines
2.5 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// 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;
|
|
float2 ExtraInfo : TEXCOORD1;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float3 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float2 ExtraInfo : TEXCOORD1;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float2 ExtraInfo : TEXCOORD1;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simple Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float TargetWidth;
|
|
uniform float TargetHeight;
|
|
uniform float PostPass;
|
|
uniform float FixedAlpha;
|
|
|
|
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.Color = Input.Color;
|
|
Output.TexCoord = lerp(Input.TexCoord, Input.Position.xy / float2(TargetWidth, TargetHeight), PostPass);
|
|
Output.ExtraInfo = Input.ExtraInfo;
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Simple Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
|
|
return lerp(Input.Color, BaseTexel * Input.Color, Input.ExtraInfo.x);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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();
|
|
}
|
|
}
|