mame/hlsl/color.fx
Ryan Holtz 2820e31451 HLSL Updates [Ryan Holtz, Bat Country Entertainment]
- 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.
2011-05-18 00:35:16 +00:00

220 lines
7.7 KiB
HLSL

//-----------------------------------------------------------------------------
// Color-Convolution Effect
//-----------------------------------------------------------------------------
texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 ExtraInfo : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Post-Processing Vertex Shader
//-----------------------------------------------------------------------------
uniform float TargetWidth;
uniform float TargetHeight;
uniform float RawWidth;
uniform float RawHeight;
uniform float WidthRatio;
uniform float HeightRatio;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.x /= TargetWidth;
Output.Position.y /= TargetHeight;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.x -= 0.5f;
Output.Position.y -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Color = Input.Color;
Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
Output.ExtraInfo = Input.ExtraInfo;
return Output;
}
//-----------------------------------------------------------------------------
// Post-Processing Pixel Shader
//-----------------------------------------------------------------------------
uniform float RedFromRed = 1.0f;
uniform float RedFromGrn = 0.0f;
uniform float RedFromBlu = 0.0f;
uniform float GrnFromRed = 0.0f;
uniform float GrnFromGrn = 1.0f;
uniform float GrnFromBlu = 0.0f;
uniform float BluFromRed = 0.0f;
uniform float BluFromGrn = 0.0f;
uniform float BluFromBlu = 1.0f;
uniform float YfromY = 1.0f;
uniform float YfromI = 0.0f;
uniform float YfromQ = 0.0f;
uniform float IfromY = 0.0f;
uniform float IfromI = 1.0f;
uniform float IfromQ = 0.0f;
uniform float QfromY = 0.0f;
uniform float QfromI = 0.0f;
uniform float QfromQ = 1.0f;
uniform float RedOffset = 0.0f;
uniform float GrnOffset = 0.0f;
uniform float BluOffset = 0.0f;
uniform float RedScale = 1.0f;
uniform float GrnScale = 1.0f;
uniform float BluScale = 1.0f;
uniform float RedFloor = 0.0f;
uniform float GrnFloor = 0.0f;
uniform float BluFloor = 0.0f;
uniform float Saturation = 1.0f;
uniform float YScale = 1.0f;
uniform float IScale = 1.0f;
uniform float QScale = 1.0f;
uniform float YOffset = 0.0f;
uniform float IOffset = 0.0f;
uniform float QOffset = 0.0f;
uniform float RedPower = 2.2f;
uniform float GrnPower = 2.2f;
uniform float BluPower = 2.2f;
uniform float YSubsampleLength = 3.0f;
uniform float ISubsampleLength = 3.0f;
uniform float QSubsampleLength = 3.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
// -- Bandwidth Subsampling --
float YSubsampleWidth = (RawWidth * 2.0f) / YSubsampleLength;
float ISubsampleWidth = (RawWidth * 2.0f) / ISubsampleLength;
float QSubsampleWidth = (RawWidth * 2.0f) / QSubsampleLength;
float3 SubsampleWidth = float3(YSubsampleWidth, ISubsampleWidth, QSubsampleWidth);
float3 SubsampleFrac = frac(Input.TexCoord.x * SubsampleWidth);
float3 SubsampleCoord = (Input.TexCoord.x * SubsampleWidth - SubsampleFrac) / SubsampleWidth + SubsampleFrac / (SubsampleWidth * 2.0f);
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
float3 YTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x, Input.TexCoord.y)).rgb;
float3 ITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y, Input.TexCoord.y)).rgb;
float3 QTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z, Input.TexCoord.y)).rgb;
float3 LastYTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.x - SubsampleFrac.x / RawWidth, Input.TexCoord.y)).rgb;
float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y - SubsampleFrac.y / RawWidth, Input.TexCoord.y)).rgb;
float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z - SubsampleFrac.z / RawWidth, Input.TexCoord.y)).rgb;
YTexel = lerp(LastYTexel, YTexel, SubsampleFrac.x);
ITexel = lerp(LastITexel, ITexel, SubsampleFrac.y);
QTexel = lerp(LastQTexel, QTexel, SubsampleFrac.z);
// -- RGB Tint & Shift --
float ShiftedRedY = dot(YTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
float ShiftedGrnY = dot(YTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
float ShiftedBluY = dot(YTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
float ShiftedRedI = dot(ITexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
float ShiftedGrnI = dot(ITexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
float ShiftedBluI = dot(ITexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
float ShiftedRedQ = dot(QTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
float ShiftedGrnQ = dot(QTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
float ShiftedBluQ = dot(QTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
// -- RGB Offset & Scale --
float3 RGBScale = float3(RedScale, GrnScale, BluScale);
float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
float3 OutTexelY = float3(ShiftedRedY, ShiftedGrnY, ShiftedBluY) * RGBScale + RGBShift;
float3 OutTexelI = float3(ShiftedRedI, ShiftedGrnI, ShiftedBluI) * RGBScale + RGBShift;
float3 OutTexelQ = float3(ShiftedRedQ, ShiftedGrnQ, ShiftedBluQ) * RGBScale + RGBShift;
// -- Saturation --
float3 Gray = float3(0.3f, 0.59f, 0.11f);
float OutLumaY = dot(OutTexelY, Gray);
float OutLumaI = dot(OutTexelI, Gray);
float OutLumaQ = dot(OutTexelQ, Gray);
float3 OutChromaY = OutTexelY - OutLumaY;
float3 OutChromaI = OutTexelI - OutLumaI;
float3 OutChromaQ = OutTexelQ - OutLumaQ;
float3 SaturatedY = OutLumaY + OutChromaY * Saturation;
float3 SaturatedI = OutLumaI + OutChromaI * Saturation;
float3 SaturatedQ = OutLumaQ + OutChromaQ * Saturation;
// -- YIQ Convolution --
float Y = dot(SaturatedY, float3(0.299f, 0.587f, 0.114f));
float I = dot(SaturatedI, float3(0.595716f, -0.274453f, -0.321263f));
float Q = dot(SaturatedQ, float3(0.211456f, -0.522591f, 0.311135f));
Y = dot(float3(Y, I, Q), float3(YfromY, YfromI, YfromQ));
I = dot(float3(Y, I, Q), float3(IfromY, IfromI, IfromQ));
Q = dot(float3(Y, I, Q), float3(QfromY, QfromI, QfromQ));
float3 OutYIQ = float3(Y, I, Q) * float3(YScale, IScale, QScale) + float3(YOffset, IOffset, QOffset);
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)));
OutRGB.r = pow(OutRGB.r, RedPower);
OutRGB.g = pow(OutRGB.g, GrnPower);
OutRGB.b = pow(OutRGB.b, BluPower);
// -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
// -- Final Pixel --
float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
return BaseTexel;
}
//-----------------------------------------------------------------------------
// Color-Convolution Technique
//-----------------------------------------------------------------------------
technique ColorTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}