mirror of
https://github.com/holub/mame
synced 2025-04-29 11:30:28 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
54 lines
1.4 KiB
Bash
54 lines
1.4 KiB
Bash
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_offset[16];
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uniform vec4 u_tonemap;
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#define u_time u_tonemap.w
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float reinhard(float _x)
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{
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return _x / (_x + 1.0);
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}
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vec3 reinhard(vec3 _x)
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{
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return _x / (_x + 1.0);
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}
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float reinhard2(float _x, float _whiteSqr)
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{
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return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x);
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}
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vec3 reinhard2(vec3 _x, float _whiteSqr)
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{
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return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x);
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}
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vec4 blur9(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4)
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{
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#define _BLUR9_WEIGHT_0 1.0
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#define _BLUR9_WEIGHT_1 0.9
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#define _BLUR9_WEIGHT_2 0.55
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#define _BLUR9_WEIGHT_3 0.18
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#define _BLUR9_WEIGHT_4 0.1
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#define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) )
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#define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE)
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vec4 blur;
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blur = texture2D(_sampler, _uv0)*BLUR9_WEIGHT(0);
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blur += texture2D(_sampler, _uv1.xy)*BLUR9_WEIGHT(1);
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blur += texture2D(_sampler, _uv1.zw)*BLUR9_WEIGHT(1);
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blur += texture2D(_sampler, _uv2.xy)*BLUR9_WEIGHT(2);
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blur += texture2D(_sampler, _uv2.zw)*BLUR9_WEIGHT(2);
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blur += texture2D(_sampler, _uv3.xy)*BLUR9_WEIGHT(3);
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blur += texture2D(_sampler, _uv3.zw)*BLUR9_WEIGHT(3);
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blur += texture2D(_sampler, _uv4.xy)*BLUR9_WEIGHT(4);
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blur += texture2D(_sampler, _uv4.zw)*BLUR9_WEIGHT(4);
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return blur;
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}
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