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https://github.com/holub/mame
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Merge pull request #4000 from anikom15/scanline
-hlsl,bgfx: Made HLSL scanline shader happen before defocus. [anikom15]
This commit is contained in:
commit
94d215f4a1
@ -390,6 +390,29 @@
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],
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"output": "internal"
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},
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{
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"effect": "hlsl/scanline",
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"name": "Scanline Pass",
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"disablewhen": [
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{ "type": "slider", "condition": "equal", "combine": "or", "name": "adjustments", "value": 0 },
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{ "type": "slider", "condition": "equal", "combine": "or", "name": "scanline_alpha", "value": 0 }
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],
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"uniforms": [
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{ "uniform": "u_scanline_alpha", "slider": "scanline_alpha" },
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{ "uniform": "u_scanline_scale", "slider": "scanline_scale" },
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{ "uniform": "u_scanline_bright_scale", "slider": "scanline_bright_scale" },
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{ "uniform": "u_scanline_bright_offset", "slider": "scanline_bright_offset" },
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{ "uniform": "u_scanline_height", "slider": "scanline_height" },
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{ "uniform": "u_scanline_variation", "slider": "scanline_variation" },
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{ "uniform": "u_scanline_jitter", "slider": "scanline_jitter_amount" },
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{ "uniform": "u_jitter_amount", "parameter": "jitter" },
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{ "uniform": "u_time", "parameter": "time" }
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],
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"input": [
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{ "sampler": "s_tex", "target": "internal" }
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],
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"output": "internal"
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},
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{ "effect": "hlsl/defocus",
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"name": "Defocus Pass",
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"disablewhen": [
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@ -440,19 +463,12 @@
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"name": "Non-Bloom Post Pass",
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"disablewhen": [
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{ "type": "slider", "condition": "equal", "combine": "or", "name": "adjustments", "value": 0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "scanline_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "shadow_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "humbar_alpha", "value": 0.0 },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "floor", "value": [ 0, 0, 0 ] },
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{ "type": "slider", "condition": "equal", "combine": "and", "name": "power", "value": [ 0, 0, 0 ] }
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],
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"uniforms": [
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{ "uniform": "u_scanline_alpha", "slider": "scanline_alpha" },
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{ "uniform": "u_scanline_scale", "slider": "scanline_scale" },
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{ "uniform": "u_scanline_bright_scale", "slider": "scanline_bright_scale" },
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{ "uniform": "u_scanline_bright_offset", "slider": "scanline_bright_offset" },
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{ "uniform": "u_scanline_height", "slider": "scanline_height" },
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{ "uniform": "u_scanline_variation", "slider": "scanline_variation" },
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{ "uniform": "u_shadow_tile_mode", "slider": "shadow_tile_mode" },
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{ "uniform": "u_shadow_alpha", "slider": "shadow_alpha" },
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{ "uniform": "u_shadow_count", "slider": "shadow_uv_count" },
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@ -462,8 +478,6 @@
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{ "uniform": "u_humbar_hertz_rate", "slider": "humbar_hertz_rate" },
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{ "uniform": "u_floor", "slider": "floor" },
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{ "uniform": "u_power", "slider": "power" },
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{ "uniform": "u_scanline_jitter", "slider": "scanline_jitter_amount" },
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{ "uniform": "u_jitter_amount", "parameter": "jitter" },
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{ "uniform": "u_time", "parameter": "time" }
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],
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"input": [
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@ -2,7 +2,7 @@
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// copyright-holders:Ryan Holtz,ImJezze
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//============================================================
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//
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// post.json: Scanline, hum-bar, shadow-mask, and final
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// post.json: Hum-bar, shadow-mask, and final
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// color convolution shader for CRT simulation.
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//
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//============================================================
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@ -31,21 +31,12 @@
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{ "name": "u_source_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_target_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_target_scale", "type": "vec4", "values": [ 1.0, 1.0, 0.0, 0.0 ] },
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{ "name": "u_quad_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_humbar_hertz_rate", "type": "vec4", "values": [ 0.001, 0.0, 0.0, 0.0 ] },
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{ "name": "u_humbar_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_time", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_screen_scale", "type": "vec4", "values": [ 1.0, 1.0, 0.0, 0.0 ] },
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{ "name": "u_screen_offset", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_tile_mode", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_scale", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_bright_scale", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_bright_offset", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_jitter", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_height", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_variation", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_jitter_amount", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_count", "type": "vec4", "values": [ 12.0, 12.0, 0.0, 0.0 ] },
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{ "name": "u_shadow_uv", "type": "vec4", "values": [ 0.25, 0.25, 0.0, 0.0 ] },
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44
bgfx/effects/hlsl/scanline.json
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44
bgfx/effects/hlsl/scanline.json
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@ -0,0 +1,44 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//============================================================
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//
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// scanline.json: Scanline shader for CRT simulation.
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//
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//============================================================
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{
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"blend": {
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"equation": "add",
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"srcColor": "srcalpha",
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"dstColor": "1-srcalpha",
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"srcAlpha": "srcalpha",
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"dstAlpha": "1-srcalpha"
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},
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"depth": {
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"function": "always"
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},
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"cull": { "mode": "none" },
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"write": {
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"rgb": true,
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"alpha": true
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},
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"vertex": "chains/hlsl/vs_scanline",
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"fragment": "chains/hlsl/fs_scanline",
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"uniforms": [
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{ "name": "s_tex", "type": "int", "values": [ 0.0 ] },
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{ "name": "u_swap_xy", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_source_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_target_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_quad_dims", "type": "vec4", "values": [ 256.0, 256.0, 0.0, 0.0 ] },
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{ "name": "u_time", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_screen_scale", "type": "vec4", "values": [ 1.0, 1.0, 0.0, 0.0 ] },
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{ "name": "u_screen_offset", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_alpha", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_scale", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_bright_scale", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_bright_offset", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_jitter", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_height", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_scanline_variation", "type": "vec4", "values": [ 1.0, 0.0, 0.0, 0.0 ] },
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{ "name": "u_jitter_amount", "type": "vec4", "values": [ 0.0, 0.0, 0.0, 0.0 ] }
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]
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}
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BIN
bgfx/shaders/dx11/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/dx11/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/dx11/chains/hlsl/vs_scanline.bin
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bgfx/shaders/dx11/chains/hlsl/vs_scanline.bin
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BIN
bgfx/shaders/dx9/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/dx9/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/dx9/chains/hlsl/vs_scanline.bin
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bgfx/shaders/dx9/chains/hlsl/vs_scanline.bin
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BIN
bgfx/shaders/essl/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/essl/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/essl/chains/hlsl/vs_scanline.bin
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bgfx/shaders/essl/chains/hlsl/vs_scanline.bin
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bgfx/shaders/glsl/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/glsl/chains/hlsl/fs_scanline.bin
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BIN
bgfx/shaders/glsl/chains/hlsl/vs_scanline.bin
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bgfx/shaders/glsl/chains/hlsl/vs_scanline.bin
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BIN
bgfx/shaders/metal/chains/hlsl/fs_scanline.bin
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bgfx/shaders/metal/chains/hlsl/fs_scanline.bin
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bgfx/shaders/metal/chains/hlsl/vs_scanline.bin
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bgfx/shaders/metal/chains/hlsl/vs_scanline.bin
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44
hlsl/post.fx
44
hlsl/post.fx
@ -1,7 +1,7 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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// Shadowmask Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -68,7 +68,7 @@ static const float PI = 3.1415927f;
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static const float HalfPI = PI * 0.5f;
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Vertex Shader
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// Shadowmask Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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@ -108,7 +108,7 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Pixel Shader
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// Shadowmask Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarDesync = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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@ -119,14 +119,6 @@ uniform float TimeMilliseconds = 0.0f;
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float ScanlineVariation = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform int ShadowTileMode = 0; // 0 based on screen (quad) dimension, 1 based on source dimension
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@ -247,34 +239,6 @@ float4 ps_main(PS_INPUT Input) : COLOR
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// Scanline Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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// Scanline Simulation (may not affect vector screen)
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if (!VectorScreen && ScanlineAlpha > 0.0f)
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{
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float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
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float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
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float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
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float ScanlineCoord = BaseCoord.y;
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ScanlineCoord += SwapXY
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? QuadDims.x <= SourceDims.x * 2.0f
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? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f
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: QuadDims.y <= SourceDims.y * 2.0f
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? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
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: 0.0f;
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ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
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float ScanlineCoordJitter = ScanlineOffset * HalfPI;
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float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
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float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
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float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
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float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
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BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
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}
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// Hum Bar Simulation (may not affect vector screen)
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if (!VectorScreen && HumBarAlpha > 0.0f)
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{
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@ -288,7 +252,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Technique
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// Shadowmask Technique
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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|
172
hlsl/scanline.fx
Normal file
172
hlsl/scanline.fx
Normal file
@ -0,0 +1,172 @@
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// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_INPUT
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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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};
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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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};
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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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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float PI = 3.1415927f;
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static const float HalfPI = PI * 0.5f;
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//-----------------------------------------------------------------------------
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// Scanline Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims;
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uniform float2 SourceDims;
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uniform float2 TargetDims;
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uniform float2 QuadDims;
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uniform bool SwapXY = false;
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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; // zoom
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Output.TexCoord = Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // fix half texel offset (DX9)
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Output.Color = Input.Color;
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return Output;
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}
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||||
//-----------------------------------------------------------------------------
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// Scanline Pixel Shader
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//-----------------------------------------------------------------------------
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||||
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||||
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 0.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float ScanlineVariation = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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float2 GetAdjustedCoords(float2 coord)
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{
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// center coordinates
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coord -= 0.5f;
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||||
// apply screen scale
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coord *= ScreenScale;
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// un-center coordinates
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coord += 0.5f;
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||||
// apply screen offset
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coord += ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 BaseCoord = GetAdjustedCoords(Input.TexCoord);
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||||
// Color
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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||||
BaseColor.a = 1.0f;
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||||
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||||
// clip border
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||||
if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f ||
|
||||
BaseCoord.x > 1.0f || BaseCoord.y > 1.0f)
|
||||
{
|
||||
// we don't use the clip function, because we don't clear the render target before
|
||||
return float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
float BrightnessOffset = (ScanlineBrightOffset * ScanlineAlpha);
|
||||
float BrightnessScale = (ScanlineBrightScale * ScanlineAlpha) + (1.0f - ScanlineAlpha);
|
||||
|
||||
float ColorBrightness = 0.299f * BaseColor.r + 0.587f * BaseColor.g + 0.114 * BaseColor.b;
|
||||
|
||||
float ScanlineCoord = BaseCoord.y;
|
||||
ScanlineCoord += SwapXY
|
||||
? QuadDims.x <= SourceDims.x * 2.0f
|
||||
? 0.5f / QuadDims.x // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0f
|
||||
: QuadDims.y <= SourceDims.y * 2.0f
|
||||
? 0.5f / QuadDims.y // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0f;
|
||||
ScanlineCoord *= SourceDims.y * ScanlineScale * PI;
|
||||
|
||||
float ScanlineCoordJitter = ScanlineOffset * HalfPI;
|
||||
float ScanlineSine = sin(ScanlineCoord + ScanlineCoordJitter);
|
||||
float ScanlineWide = ScanlineHeight + ScanlineVariation * max(1.0f, ScanlineHeight) * (1.0f - ColorBrightness);
|
||||
float ScanlineAmount = pow(ScanlineSine * ScanlineSine, ScanlineWide);
|
||||
float ScanlineBrightness = ScanlineAmount * BrightnessScale + BrightnessOffset * BrightnessScale;
|
||||
|
||||
BaseColor.rgb *= lerp(1.0f, ScanlineBrightness, ScanlineAlpha);
|
||||
|
||||
return BaseColor;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Scanline & Shadowmask Technique
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
technique DefaultTechnique
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
Lighting = FALSE;
|
||||
|
||||
VertexShader = compile vs_3_0 vs_main();
|
||||
PixelShader = compile ps_3_0 ps_main();
|
||||
}
|
||||
}
|
@ -13,19 +13,11 @@ uniform vec4 u_swap_xy;
|
||||
uniform vec4 u_source_dims; // size of the guest machine
|
||||
uniform vec4 u_target_dims;
|
||||
uniform vec4 u_target_scale;
|
||||
uniform vec4 u_quad_dims;
|
||||
uniform vec4 u_screen_scale;
|
||||
uniform vec4 u_screen_offset;
|
||||
// uniform vec4 u_back_color; // TODO
|
||||
|
||||
// User-supplied
|
||||
uniform vec4 u_scanline_alpha;
|
||||
uniform vec4 u_scanline_scale;
|
||||
uniform vec4 u_scanline_bright_scale;
|
||||
uniform vec4 u_scanline_bright_offset;
|
||||
uniform vec4 u_scanline_jitter;
|
||||
uniform vec4 u_scanline_height;
|
||||
uniform vec4 u_scanline_variation;
|
||||
uniform vec4 u_shadow_tile_mode;
|
||||
uniform vec4 u_shadow_alpha;
|
||||
uniform vec4 u_shadow_count;
|
||||
@ -38,14 +30,13 @@ uniform vec4 u_floor;
|
||||
|
||||
// Parametric
|
||||
uniform vec4 u_time; // milliseconds
|
||||
uniform vec4 u_jitter_amount;
|
||||
|
||||
// Samplers
|
||||
SAMPLER2D(s_tex, 0);
|
||||
SAMPLER2D(s_shadow, 1);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Scanline & Shadowmask Pixel Shader
|
||||
// Shadowmask Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
vec2 GetAdjustedCoords(vec2 coord)
|
||||
@ -148,34 +139,6 @@ void main()
|
||||
BaseColor.g = pow(BaseColor.g, u_power.g);
|
||||
BaseColor.b = pow(BaseColor.b, u_power.b);
|
||||
|
||||
// Scanline Simulation
|
||||
if (u_scanline_alpha.x > 0.0f)
|
||||
{
|
||||
float BrightnessOffset = (u_scanline_bright_offset.x * u_scanline_alpha.x);
|
||||
float BrightnessScale = (u_scanline_bright_scale.x * u_scanline_alpha.x) + (1.0 - u_scanline_alpha.x);
|
||||
|
||||
float ColorBrightness = 0.299 * BaseColor.r + 0.587 * BaseColor.g + 0.114 * BaseColor.b;
|
||||
|
||||
float ScanCoord = BaseCoord.y;
|
||||
ScanCoord += u_swap_xy.x > 0.0
|
||||
? u_quad_dims.x <= u_source_dims.x * 2.0
|
||||
? 0.5 / u_quad_dims.x // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0
|
||||
: u_quad_dims.y <= u_source_dims.y * 2.0
|
||||
? 0.5 / u_quad_dims.y // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0;
|
||||
|
||||
ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
|
||||
|
||||
float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
|
||||
float ScanSine = sin(ScanCoord + ScanCoordJitter);
|
||||
float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
|
||||
float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);
|
||||
float ScanBrightness = ScanSineScaled * BrightnessScale + BrightnessOffset * BrightnessScale;
|
||||
|
||||
BaseColor.rgb *= mix(vec3(1.0, 1.0, 1.0), vec3(ScanBrightness, ScanBrightness, ScanBrightness), u_scanline_alpha.xxx);
|
||||
}
|
||||
|
||||
// Hum Bar Simulation
|
||||
if (u_humbar_alpha.x > 0.0f)
|
||||
{
|
||||
|
101
src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc
Normal file
101
src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_scanline.sc
Normal file
@ -0,0 +1,101 @@
|
||||
$input v_color0, v_texcoord0
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Ryan Holtz,ImJezze
|
||||
//-----------------------------------------------------------------------------
|
||||
// Scanline Effect
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
// Autos
|
||||
uniform vec4 u_swap_xy;
|
||||
uniform vec4 u_source_dims; // size of the guest machine
|
||||
uniform vec4 u_target_dims;
|
||||
uniform vec4 u_quad_dims;
|
||||
uniform vec4 u_screen_scale;
|
||||
uniform vec4 u_screen_offset;
|
||||
|
||||
// User-supplied
|
||||
uniform vec4 u_scanline_alpha;
|
||||
uniform vec4 u_scanline_scale;
|
||||
uniform vec4 u_scanline_bright_scale;
|
||||
uniform vec4 u_scanline_bright_offset;
|
||||
uniform vec4 u_scanline_jitter;
|
||||
uniform vec4 u_scanline_height;
|
||||
uniform vec4 u_scanline_variation;
|
||||
|
||||
// Parametric
|
||||
uniform vec4 u_time; // milliseconds
|
||||
uniform vec4 u_jitter_amount;
|
||||
|
||||
// Samplers
|
||||
SAMPLER2D(s_tex, 0);
|
||||
SAMPLER2D(s_shadow, 1);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Scanline Pixel Shader
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
vec2 GetAdjustedCoords(vec2 coord)
|
||||
{
|
||||
// center coordinates
|
||||
coord -= 0.5;
|
||||
|
||||
// apply screen scale
|
||||
coord *= u_screen_scale.xy;
|
||||
|
||||
// un-center coordinates
|
||||
coord += 0.5;
|
||||
|
||||
// apply screen offset
|
||||
coord += u_screen_offset.xy;
|
||||
|
||||
return coord;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 BaseCoord = GetAdjustedCoords(v_texcoord0);
|
||||
|
||||
// Color
|
||||
vec4 BaseColor = texture2D(s_tex, BaseCoord);
|
||||
|
||||
// Clamp
|
||||
if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 || BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
|
||||
{
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Scanline Simulation
|
||||
if (u_scanline_alpha.x > 0.0f)
|
||||
{
|
||||
float BrightnessOffset = (u_scanline_bright_offset.x * u_scanline_alpha.x);
|
||||
float BrightnessScale = (u_scanline_bright_scale.x * u_scanline_alpha.x) + (1.0 - u_scanline_alpha.x);
|
||||
|
||||
float ColorBrightness = 0.299 * BaseColor.r + 0.587 * BaseColor.g + 0.114 * BaseColor.b;
|
||||
|
||||
float ScanCoord = BaseCoord.y;
|
||||
ScanCoord += u_swap_xy.x > 0.0
|
||||
? u_quad_dims.x <= u_source_dims.x * 2.0
|
||||
? 0.5 / u_quad_dims.x // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0
|
||||
: u_quad_dims.y <= u_source_dims.y * 2.0
|
||||
? 0.5 / u_quad_dims.y // uncenter scanlines if the quad is less than twice the size of the source
|
||||
: 0.0;
|
||||
|
||||
ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
|
||||
|
||||
float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
|
||||
float ScanSine = sin(ScanCoord + ScanCoordJitter);
|
||||
float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
|
||||
float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);
|
||||
float ScanBrightness = ScanSineScaled * BrightnessScale + BrightnessOffset * BrightnessScale;
|
||||
|
||||
BaseColor.rgb *= mix(vec3(1.0, 1.0, 1.0), vec3(ScanBrightness, ScanBrightness, ScanBrightness), u_scanline_alpha.xxx);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(BaseColor.rgb * v_color0.rgb, BaseColor.a);
|
||||
}
|
||||
}
|
@ -0,0 +1,14 @@
|
||||
$input a_position, a_texcoord0, a_color0
|
||||
$output v_texcoord0, v_color0
|
||||
|
||||
// license:BSD-3-Clause
|
||||
// copyright-holders:Dario Manesku
|
||||
|
||||
#include "common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_viewProj, vec4(a_position.xy, 0.0, 1.0));
|
||||
v_texcoord0 = a_texcoord0;
|
||||
v_color0 = a_color0;
|
||||
}
|
@ -161,15 +161,46 @@ private:
|
||||
//============================================================
|
||||
|
||||
shaders::shaders() :
|
||||
d3dintf(nullptr), machine(nullptr), d3d(nullptr), post_fx_enable(false), oversampling_enable(false),
|
||||
num_screens(0), curr_screen(0), acc_t(0), delta_t(0), shadow_texture(nullptr), options(nullptr),
|
||||
black_surface(nullptr), black_texture(nullptr), recording_movie(false), render_snap(false),
|
||||
snap_copy_target(nullptr), snap_copy_texture(nullptr), snap_target(nullptr), snap_texture(nullptr),
|
||||
snap_width(0), snap_height(0), initialized(false), backbuffer(nullptr), curr_effect(nullptr),
|
||||
default_effect(nullptr), prescale_effect(nullptr), post_effect(nullptr), distortion_effect(nullptr),
|
||||
focus_effect(nullptr), phosphor_effect(nullptr), deconverge_effect(nullptr), color_effect(nullptr),
|
||||
ntsc_effect(nullptr), bloom_effect(nullptr), downsample_effect(nullptr), vector_effect(nullptr),
|
||||
curr_texture(nullptr), curr_render_target(nullptr), curr_poly(nullptr),
|
||||
d3dintf(nullptr),
|
||||
machine(nullptr),
|
||||
d3d(nullptr),
|
||||
post_fx_enable(false),
|
||||
oversampling_enable(false),
|
||||
num_screens(0),
|
||||
curr_screen(0),
|
||||
acc_t(0),
|
||||
delta_t(0),
|
||||
shadow_texture(nullptr),
|
||||
options(nullptr),
|
||||
black_surface(nullptr),
|
||||
black_texture(nullptr),
|
||||
recording_movie(false),
|
||||
render_snap(false),
|
||||
snap_copy_target(nullptr),
|
||||
snap_copy_texture(nullptr),
|
||||
snap_target(nullptr),
|
||||
snap_texture(nullptr),
|
||||
snap_width(0),
|
||||
snap_height(0),
|
||||
initialized(false),
|
||||
backbuffer(nullptr),
|
||||
curr_effect(nullptr),
|
||||
default_effect(nullptr),
|
||||
prescale_effect(nullptr),
|
||||
post_effect(nullptr),
|
||||
distortion_effect(nullptr),
|
||||
scanline_effect(nullptr),
|
||||
focus_effect(nullptr),
|
||||
phosphor_effect(nullptr),
|
||||
deconverge_effect(nullptr),
|
||||
color_effect(nullptr),
|
||||
ntsc_effect(nullptr),
|
||||
bloom_effect(nullptr),
|
||||
downsample_effect(nullptr),
|
||||
vector_effect(nullptr),
|
||||
curr_texture(nullptr),
|
||||
curr_render_target(nullptr),
|
||||
curr_poly(nullptr),
|
||||
d3dx_create_effect_from_file_ptr(nullptr)
|
||||
{
|
||||
}
|
||||
@ -705,6 +736,7 @@ int shaders::create_resources()
|
||||
prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
|
||||
phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
|
||||
focus_effect = new effect(this, d3d->get_device(), "focus.fx", fx_dir);
|
||||
scanline_effect = new effect(this, d3d->get_device(), "scanline.fx", fx_dir);
|
||||
deconverge_effect = new effect(this, d3d->get_device(), "deconverge.fx", fx_dir);
|
||||
color_effect = new effect(this, d3d->get_device(), "color.fx", fx_dir);
|
||||
ntsc_effect = new effect(this, d3d->get_device(), "ntsc.fx", fx_dir);
|
||||
@ -718,6 +750,7 @@ int shaders::create_resources()
|
||||
!prescale_effect->is_valid() ||
|
||||
!phosphor_effect->is_valid() ||
|
||||
!focus_effect->is_valid() ||
|
||||
!scanline_effect->is_valid() ||
|
||||
!deconverge_effect->is_valid() ||
|
||||
!color_effect->is_valid() ||
|
||||
!ntsc_effect->is_valid() ||
|
||||
@ -728,13 +761,16 @@ int shaders::create_resources()
|
||||
return 1;
|
||||
}
|
||||
|
||||
effect *effects[13] = {
|
||||
const int EFFECT_COUNT = 14;
|
||||
|
||||
effect *effects[EFFECT_COUNT] = {
|
||||
default_effect,
|
||||
post_effect,
|
||||
distortion_effect,
|
||||
prescale_effect,
|
||||
phosphor_effect,
|
||||
focus_effect,
|
||||
scanline_effect,
|
||||
deconverge_effect,
|
||||
color_effect,
|
||||
ntsc_effect,
|
||||
@ -779,21 +815,22 @@ int shaders::create_resources()
|
||||
deconverge_effect->add_uniform("RadialConvergeX", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_X);
|
||||
deconverge_effect->add_uniform("RadialConvergeY", uniform::UT_VEC3, uniform::CU_CONVERGE_RADIAL_Y);
|
||||
|
||||
scanline_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
|
||||
scanline_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
|
||||
scanline_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
|
||||
scanline_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
|
||||
scanline_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
|
||||
scanline_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
|
||||
|
||||
focus_effect->add_uniform("Defocus", uniform::UT_VEC2, uniform::CU_FOCUS_SIZE);
|
||||
|
||||
phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE);
|
||||
|
||||
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
|
||||
post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA);
|
||||
post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT);
|
||||
post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV);
|
||||
post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET);
|
||||
post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
|
||||
post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA);
|
||||
post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE);
|
||||
post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT);
|
||||
post_effect->add_uniform("ScanlineVariation", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_VARIATION);
|
||||
post_effect->add_uniform("ScanlineBrightScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_SCALE);
|
||||
post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET);
|
||||
post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS);
|
||||
post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
|
||||
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
|
||||
|
||||
@ -835,6 +872,7 @@ void shaders::begin_draw()
|
||||
prescale_effect->set_technique("DefaultTechnique");
|
||||
phosphor_effect->set_technique("DefaultTechnique");
|
||||
focus_effect->set_technique("DefaultTechnique");
|
||||
scanline_effect->set_technique("DefaultTechnique");
|
||||
deconverge_effect->set_technique("DefaultTechnique");
|
||||
color_effect->set_technique("DefaultTechnique");
|
||||
ntsc_effect->set_technique("DefaultTechnique");
|
||||
@ -1040,6 +1078,38 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info
|
||||
return next_index;
|
||||
}
|
||||
|
||||
int shaders::scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
|
||||
{
|
||||
int next_index = source_index;
|
||||
|
||||
// skip scanline if alpha is 0
|
||||
if (options->scanline_alpha == 0.0f)
|
||||
return next_index;
|
||||
|
||||
auto win = d3d->assert_window();
|
||||
screen_device_iterator screen_iterator(machine->root_device());
|
||||
screen_device *screen = screen_iterator.byindex(curr_screen);
|
||||
render_container &screen_container = screen->container();
|
||||
float xscale = 1.0f / screen_container.xscale();
|
||||
float yscale = 1.0f / screen_container.yscale();
|
||||
float xoffset = -screen_container.xoffset();
|
||||
float yoffset = -screen_container.yoffset();
|
||||
float screen_scale[] = { xscale, yscale };
|
||||
float screen_offset[] = { xoffset, yoffset };
|
||||
|
||||
curr_effect = scanline_effect;
|
||||
curr_effect->update_uniforms();
|
||||
curr_effect->set_texture("Diffuse", rt->target_texture[next_index]);
|
||||
curr_effect->set_vector("ScreenScale", 2, screen_scale);
|
||||
curr_effect->set_vector("ScreenOffset", 2, screen_offset);
|
||||
curr_effect->set_float("ScanlineOffset",
|
||||
curr_texture->get_cur_frame() == 0 ?
|
||||
0.0f : options->scanline_jitter);
|
||||
next_index = rt->next_index(next_index);
|
||||
blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2);
|
||||
return next_index;
|
||||
}
|
||||
|
||||
int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum)
|
||||
{
|
||||
int next_index = source_index;
|
||||
@ -1353,10 +1423,11 @@ void shaders::render_quad(poly_info *poly, int vertnum)
|
||||
|
||||
int next_index = 0;
|
||||
|
||||
next_index = ntsc_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = color_convolution_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = prescale_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = deconverge_pass(rt, next_index, poly, vertnum); // handled in bgfx
|
||||
next_index = ntsc_pass(rt, next_index, poly, vertnum);
|
||||
next_index = color_convolution_pass(rt, next_index, poly, vertnum);
|
||||
next_index = prescale_pass(rt, next_index, poly, vertnum);
|
||||
next_index = deconverge_pass(rt, next_index, poly, vertnum);
|
||||
next_index = scanline_pass(rt, next_index, poly, vertnum);
|
||||
next_index = defocus_pass(rt, next_index, poly, vertnum);
|
||||
next_index = phosphor_pass(rt, next_index, poly, vertnum);
|
||||
|
||||
@ -1735,6 +1806,11 @@ void shaders::delete_resources()
|
||||
delete focus_effect;
|
||||
focus_effect = nullptr;
|
||||
}
|
||||
if (scanline_effect != nullptr)
|
||||
{
|
||||
delete scanline_effect;
|
||||
scanline_effect = nullptr;
|
||||
}
|
||||
if (deconverge_effect != nullptr)
|
||||
{
|
||||
delete deconverge_effect;
|
||||
|
@ -332,6 +332,7 @@ private:
|
||||
int color_convolution_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int prescale_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int deconverge_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int scanline_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int defocus_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int phosphor_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum);
|
||||
int post_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
|
||||
@ -381,6 +382,7 @@ private:
|
||||
effect * prescale_effect; // pointer to the prescale-effect object
|
||||
effect * post_effect; // pointer to the post-effect object
|
||||
effect * distortion_effect; // pointer to the distortion-effect object
|
||||
effect * scanline_effect;
|
||||
effect * focus_effect; // pointer to the focus-effect object
|
||||
effect * phosphor_effect; // pointer to the phosphor-effect object
|
||||
effect * deconverge_effect; // pointer to the deconvergence-effect object
|
||||
|
Loading…
Reference in New Issue
Block a user