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https://github.com/holub/mame
synced 2025-07-01 08:18:59 +03:00
Hopefully fixing the HLSL UV issue once and for all, nw
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@ -109,7 +109,7 @@ uniform float BluPower = 2.2f;
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float4 ps_main(PS_INPUT Input) : COLOR
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord + 0.5f / float2(RawWidth, RawHeight));
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord + 0.5f / float2(-RawWidth, -RawHeight));
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float3 OutRGB = BaseTexel.rgb;
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float3 OutRGB = BaseTexel.rgb;
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13
hlsl/post.fx
13
hlsl/post.fx
@ -83,8 +83,9 @@ VS_OUTPUT vs_main(VS_INPUT Input)
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Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
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Output.TexCoord = Input.TexCoord + 0.5f / float2(RawWidth, RawHeight);
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Output.ExtraInfo = Input.ExtraInfo;
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Output.ExtraInfo = Input.ExtraInfo;
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//Output.TexCoord /= 16.0f;
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//float Zoom = 1.0f;
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//Output.TexCoord += float2(0.3f, 0.25f);
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//Output.TexCoord /= Zoom;
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//Output.TexCoord += float2(0.175f * (1.0f - 1.0f / Zoom) / WidthRatio, 0.175f * (1.0f - 1.0f / Zoom) / HeightRatio);
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return Output;
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return Output;
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}
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}
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@ -151,10 +152,10 @@ float4 ps_main(PS_INPUT Input) : COLOR
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float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
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float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord);
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// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
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// -- Alpha Clipping (1px border in drawd3d does not work for some reason) --
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clip((ScreenClipCoord.x < 1.0f / TargetWidth) ? -1 : 1);
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clip((BaseCoord.x < WidthRatio / RawWidth) ? -1 : 1);
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clip((ScreenClipCoord.y < 1.0f / TargetHeight) ? -1 : 1);
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clip((BaseCoord.y < HeightRatio / RawHeight) ? -1 : 1);
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clip((ScreenClipCoord.x > 1.0f / WidthRatio) ? -1 : 1);
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clip((BaseCoord.x > (1.0f / WidthRatio + 1.0f / RawWidth)) ? -1 : 1);
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clip((ScreenClipCoord.y > 1.0f / HeightRatio) ? -1 : 1);
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clip((BaseCoord.y > (1.0f / HeightRatio + 1.0f / RawHeight)) ? -1 : 1);
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// -- Scanline Simulation --
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// -- Scanline Simulation --
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float3 ScanBrightness = lerp(1.0f, abs(sin(((BaseCoord.y * Ratios.y * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount);
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float3 ScanBrightness = lerp(1.0f, abs(sin(((BaseCoord.y * Ratios.y * RawHeight * ScanlineScale) * PI + ScanlineOffset * RawHeight))) * ScanlineBrightScale + ScanlineBrightOffset, ScanlineAmount);
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