mirror of
https://github.com/holub/mame
synced 2025-07-02 00:29:37 +03:00
Small fixes
- fixed defocus strength with difference prescales - removed default screen ratio of 4:3, ratio is now based on the screen quad size - reverted some space to tab changes
This commit is contained in:
parent
062e6e0383
commit
5addcdd2da
@ -112,8 +112,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
// Post-Processing Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
uniform float2 DefaultScreenRatio = float2(1.0f, 3.0f / 4.0f); // normalized screen ratio (defalt ratio of 4:3)
|
||||
|
||||
uniform float CurvatureAmount = 0.0f;
|
||||
uniform float RoundCornerAmount = 0.0f;
|
||||
uniform float SmoothBorderAmount = 0.5f;
|
||||
@ -159,9 +157,8 @@ float GetSpotAddend(float2 coord, float amount)
|
||||
{
|
||||
float2 RatioCorrection = GetRatioCorrecton();
|
||||
|
||||
float2 defaultScreenRatio = xor(OrientationSwapXY, RotationSwapXY)
|
||||
? DefaultScreenRatio.yx
|
||||
: DefaultScreenRatio.xy;
|
||||
// normalized screen quad ratio
|
||||
float2 QuadRatio = float2 (1.0f, QuadDims.y / QuadDims.x);
|
||||
|
||||
// upper right quadrant
|
||||
float2 spotOffset =
|
||||
@ -174,7 +171,9 @@ float GetSpotAddend(float2 coord, float amount)
|
||||
: float2(-0.25f, 0.25f);
|
||||
|
||||
float2 SpotCoord = coord;
|
||||
SpotCoord += spotOffset * defaultScreenRatio * RatioCorrection;
|
||||
SpotCoord += spotOffset * RatioCorrection;
|
||||
SpotCoord *= QuadRatio;
|
||||
SpotCoord /= RatioCorrection;
|
||||
|
||||
float SpotBlur = amount;
|
||||
|
||||
@ -274,13 +273,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
||||
// // BaseCoord.x += (TexCoord.x > 0.5f ? +0.5f : 0.0f);
|
||||
// BaseCoord.y += (TexCoord.y > 0.5 ? +0.5f : 0.0f);
|
||||
|
||||
float2 defaultScreenRatio = xor(OrientationSwapXY, RotationSwapXY)
|
||||
? DefaultScreenRatio.yx
|
||||
: DefaultScreenRatio.xy;
|
||||
|
||||
float2 BaseRatioCoordCentered = BaseCoordCentered;
|
||||
BaseRatioCoordCentered *= defaultScreenRatio;
|
||||
|
||||
// Color
|
||||
float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
|
||||
BaseColor.a = 1.0f;
|
||||
@ -294,8 +286,8 @@ float4 ps_main(PS_INPUT Input) : COLOR
|
||||
// Light Reflection Simulation
|
||||
float3 LightColor = float3(1.0f, 0.90f, 0.80f);
|
||||
|
||||
float2 SpotCoord = BaseRatioCoordCentered;
|
||||
float2 NoiseCoord = BaseRatioCoordCentered;
|
||||
float2 SpotCoord = BaseCoordCentered;
|
||||
float2 NoiseCoord = BaseCoordCentered;
|
||||
|
||||
float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
|
||||
float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
|
||||
|
@ -76,7 +76,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
{
|
||||
VS_OUTPUT Output = (VS_OUTPUT)0;
|
||||
|
||||
float2 TargetTexelDims = 1.0f / TargetDims;
|
||||
float2 ScreenTexelDims = 1.0f / ScreenDims;
|
||||
|
||||
Output.Position = float4(Input.Position.xyz, 1.0f);
|
||||
Output.Position.xy /= ScreenDims;
|
||||
@ -88,13 +88,13 @@ VS_OUTPUT vs_main(VS_INPUT Input)
|
||||
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
|
||||
|
||||
Output.TexCoord0 = TexCoord;
|
||||
Output.TexCoord1 = TexCoord + Coord1Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord2 = TexCoord + Coord2Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord3 = TexCoord + Coord3Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord4 = TexCoord + Coord4Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord5 = TexCoord + Coord5Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord6 = TexCoord + Coord6Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord7 = TexCoord + Coord7Offset * TargetTexelDims * Defocus;
|
||||
Output.TexCoord1 = TexCoord + Coord1Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord2 = TexCoord + Coord2Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord3 = TexCoord + Coord3Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord4 = TexCoord + Coord4Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord5 = TexCoord + Coord5Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord6 = TexCoord + Coord6Offset * ScreenTexelDims * Defocus;
|
||||
Output.TexCoord7 = TexCoord + Coord7Offset * ScreenTexelDims * Defocus;
|
||||
|
||||
Output.Color = Input.Color;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user