mirror of
https://github.com/holub/mame
synced 2025-04-16 13:34:55 +03:00

- Potential fix for some crashing reported by John IV - Split color convolution and deconvergence into separate shaders for potential GPU savings down the line - Added light and heavy variants of the color convolution shader, the former with YIQ colorspace removed - Re-worked defocus to occur prior to shadow mask application, as it would be on a real monitor. - Removed Edge Detection, as it was just for fun and can easily be added in by users if desired. - Split "pincushion" into "Pincushion" and "Screen Curvature", the former affecting the only the displayed image and the latter only affecting the shadow mask.
220 lines
7.7 KiB
HLSL
220 lines
7.7 KiB
HLSL
//-----------------------------------------------------------------------------
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// Color-Convolution Effect
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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_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 ExtraInfo : TEXCOORD1;
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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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float2 ExtraInfo : 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 ExtraInfo : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Post-Processing Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float RawWidth;
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uniform float RawHeight;
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uniform float WidthRatio;
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uniform float HeightRatio;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
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Output.ExtraInfo = Input.ExtraInfo;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Post-Processing Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float RedFromRed = 1.0f;
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uniform float RedFromGrn = 0.0f;
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uniform float RedFromBlu = 0.0f;
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uniform float GrnFromRed = 0.0f;
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uniform float GrnFromGrn = 1.0f;
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uniform float GrnFromBlu = 0.0f;
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uniform float BluFromRed = 0.0f;
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uniform float BluFromGrn = 0.0f;
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uniform float BluFromBlu = 1.0f;
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uniform float YfromY = 1.0f;
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uniform float YfromI = 0.0f;
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uniform float YfromQ = 0.0f;
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uniform float IfromY = 0.0f;
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uniform float IfromI = 1.0f;
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uniform float IfromQ = 0.0f;
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uniform float QfromY = 0.0f;
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uniform float QfromI = 0.0f;
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uniform float QfromQ = 1.0f;
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uniform float RedOffset = 0.0f;
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uniform float GrnOffset = 0.0f;
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uniform float BluOffset = 0.0f;
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uniform float RedScale = 1.0f;
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uniform float GrnScale = 1.0f;
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uniform float BluScale = 1.0f;
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uniform float RedFloor = 0.0f;
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uniform float GrnFloor = 0.0f;
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uniform float BluFloor = 0.0f;
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uniform float Saturation = 1.0f;
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uniform float YScale = 1.0f;
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uniform float IScale = 1.0f;
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uniform float QScale = 1.0f;
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uniform float YOffset = 0.0f;
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uniform float IOffset = 0.0f;
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uniform float QOffset = 0.0f;
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uniform float RedPower = 2.2f;
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uniform float GrnPower = 2.2f;
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uniform float BluPower = 2.2f;
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uniform float YSubsampleLength = 3.0f;
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uniform float ISubsampleLength = 3.0f;
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uniform float QSubsampleLength = 3.0f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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// -- Bandwidth Subsampling --
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float YSubsampleWidth = (RawWidth * 2.0f) / YSubsampleLength;
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float ISubsampleWidth = (RawWidth * 2.0f) / ISubsampleLength;
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float QSubsampleWidth = (RawWidth * 2.0f) / QSubsampleLength;
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float3 SubsampleWidth = float3(YSubsampleWidth, ISubsampleWidth, QSubsampleWidth);
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float3 SubsampleFrac = frac(Input.TexCoord.x * SubsampleWidth);
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float3 SubsampleCoord = (Input.TexCoord.x * SubsampleWidth - SubsampleFrac) / SubsampleWidth + SubsampleFrac / (SubsampleWidth * 2.0f);
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb;
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float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb;
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float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb;
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float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x - SubsampleFrac.x / RawWidth, Input.TexCoord.y)).rgb;
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float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y - SubsampleFrac.y / RawWidth, Input.TexCoord.y)).rgb;
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float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z - SubsampleFrac.z / RawWidth, Input.TexCoord.y)).rgb;
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YTexel = lerp(LastYTexel, YTexel, SubsampleFrac.x);
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ITexel = lerp(LastITexel, ITexel, SubsampleFrac.y);
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QTexel = lerp(LastQTexel, QTexel, SubsampleFrac.z);
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// -- RGB Tint & Shift --
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float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
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float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
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float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
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float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
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float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
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float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
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float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
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float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
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float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
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// -- RGB Offset & Scale --
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float3 RGBScale = float3(RedScale, GrnScale, BluScale);
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float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
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float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift;
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float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift;
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float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift;
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// -- Saturation --
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float3 Gray = float3(0.3f, 0.59f, 0.11f);
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float OutLumaY = dot(OutTexelY, Gray);
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float OutLumaI = dot(OutTexelI, Gray);
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float OutLumaQ = dot(OutTexelQ, Gray);
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float3 OutChromaY = OutTexelY - OutLumaY;
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float3 OutChromaI = OutTexelI - OutLumaI;
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float3 OutChromaQ = OutTexelQ - OutLumaQ;
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float3 SaturatedY = OutLumaY + OutChromaY * Saturation;
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float3 SaturatedI = OutLumaI + OutChromaI * Saturation;
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float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation;
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// -- YIQ Convolution --
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float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f));
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float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f));
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float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f));
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Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
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I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
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Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
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float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
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float3 OutRGB = float3(dot(OutYIQ, float3(1.0f, 0.9563f, 0.6210f)), dot(OutYIQ, float3(1.0f, -0.2721f, -0.6474f)), dot(OutYIQ, float3(1.0f, -1.1070f, 1.7046f)));
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OutRGB.r = pow(OutRGB.r, RedPower);
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OutRGB.g = pow(OutRGB.g, GrnPower);
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OutRGB.b = pow(OutRGB.b, BluPower);
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// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
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OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
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// -- Final Pixel --
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float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
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return BaseTexel;
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}
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//-----------------------------------------------------------------------------
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// Color-Convolution Technique
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//-----------------------------------------------------------------------------
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technique ColorTechnique
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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_3_0 vs_main();
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PixelShader = compile ps_3_0 ps_main();
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}
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}
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