mirror of
https://github.com/holub/mame
synced 2025-04-25 01:40:16 +03:00

Attempting to fix the HLSL 'blurriness' reported by a few people. Now HLSL will auto-prescale to the nearest texture size that is greater than the target screen size on both axes and is also an even multiple of the raw bitmap's size.
124 lines
3.0 KiB
HLSL
124 lines
3.0 KiB
HLSL
//-----------------------------------------------------------------------------
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// Effect File Variables
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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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texture LastPass;
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sampler PreviousSampler = sampler_state
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{
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Texture = <LastPass>;
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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 PrevCoord : TEXCOORD1;
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};
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struct VS_INPUT
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{
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float3 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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float2 PrevCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Simple 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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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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float2 InvTexSize = float2(1.0f / TargetWidth, 1.0f / TargetHeight);
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Output.TexCoord = Input.TexCoord + 0.5f * InvTexSize;
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Output.PrevCoord = Output.TexCoord;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Simple Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float RedPhosphor = 0.0f;
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uniform float GreenPhosphor = 0.0f;
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uniform float BluePhosphor = 0.0f;
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
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float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb * float3(RedPhosphor, GreenPhosphor, BluePhosphor);
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float RedMax = max(CurrPix.r, PrevPix.r);
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float GreenMax = max(CurrPix.g, PrevPix.g);
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float BlueMax = max(CurrPix.b, PrevPix.b);
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return float4(RedMax, GreenMax, BlueMax, CurrPix.a);
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}
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//-----------------------------------------------------------------------------
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// Simple Effect
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//-----------------------------------------------------------------------------
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technique TestTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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//Sampler[0] = <DiffuseSampler>;
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//Sampler[1] = <PreviousSampler>;
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VertexShader = compile vs_2_0 vs_main();
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PixelShader = compile ps_2_0 ps_main();
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}
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}
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