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https://github.com/mamedev/mame.git
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7add547602
- implemented proper texture coordinates for vector quad primitive - vector screen is now processed in texture coordinates - revered workaround for raster screen, which is again processed in texture coordinates - known issue: cocktail mode for vector screen looks wrong
99 lines
2.7 KiB
HLSL
99 lines
2.7 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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// Vector Effect
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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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float2 TexCoord : TEXCOORD0;
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float2 LineInfo : TEXCOORD1;
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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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float2 LineInfo : TEXCOORD1;
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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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float2 TexCoord : TEXCOORD0;
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float2 LineInfo : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Vector Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 QuadDims;
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uniform float2 TimeParams;
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uniform float3 LengthParams;
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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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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; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f * (ScreenDims / QuadDims); // zoom
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Output.TexCoord = Input.TexCoord;
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Output.Color = Input.Color;
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Output.LineInfo = Input.LineInfo;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Vector Pixel Shader
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//-----------------------------------------------------------------------------
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// TimeParams.x: Frame time of the vector
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// TimeParams.y: How much frame time affects the vector's fade
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// LengthParams.y: How much length affects the vector's fade
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// LengthParams.z: Size at which fade is maximum
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float timeModulate = lerp(1.0f, TimeParams.x, TimeParams.y);
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float lengthModulate = 1.0f - clamp(Input.LineInfo.x / LengthParams.z, 0.0f, 1.0f);
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float minLength = 2.0f - clamp(Input.LineInfo.x - 1.0f, 0.0f, 2.0f);
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lengthModulate = lerp(lengthModulate, 4.0f, minLength * 0.5f);
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lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y);
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float4 outColor = float4(lengthModulate, lengthModulate, lengthModulate, 1.0f);
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outColor *= Input.Color;
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return outColor;
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}
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//-----------------------------------------------------------------------------
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// Vector Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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