mirror of
https://github.com/holub/mame
synced 2025-06-01 18:41:47 +03:00
535 lines
15 KiB
HLSL
535 lines
15 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz,ImJezze
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//-----------------------------------------------------------------------------
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// Scanline, Shadowmask & Distortion Effect
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture DiffuseTexture;
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sampler DiffuseSampler = sampler_state
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{
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Texture = <DiffuseTexture>;
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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 ShadowTexture;
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sampler ShadowSampler = sampler_state
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{
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Texture = <ShadowTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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AddressW = WRAP;
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};
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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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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};
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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 ScreenCoord : 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 ScreenCoord : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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static const float Epsilon = 1.0e-7f;
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static const float PI = 3.1415927f;
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static const float PHI = 1.618034f;
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static const float E = 2.7182817f;
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static const float Gelfond = 23.140692f; // e^pi (Gelfond constant)
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static const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant)
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//-----------------------------------------------------------------------------
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// Functions
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//-----------------------------------------------------------------------------
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// www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/
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float random(float2 seed)
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{
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// irrationals for pseudo randomness
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float2 i = float2(Gelfond, GelfondSchneider);
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return frac(cos(dot(seed, i)) * 123456.0f);
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}
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// www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/
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float normalizedSigmoid(float n, float k)
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{
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// valid for n and k in range of -1.0 and 1.0
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return (n - n * k) / (k - abs(n) * 2.0f * k + 1);
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}
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// www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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float roundBox(float2 p, float2 b, float r)
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{
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return length(max(abs(p) - b + r, 0.0f)) - r;
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}
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//-----------------------------------------------------------------------------
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// Scanline, Shadowmask & Distortion Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenDims; // size of the window or fullscreen
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uniform float2 SourceDims; // size of the texture in power-of-two size
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uniform float2 SourceRect; // size of the uv rectangle
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uniform float2 TargetDims; // size of the target surface
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uniform float2 QuadDims; // size of the screen quad
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uniform float2 ShadowDims = float2(32.0f, 32.0f); // size of the shadow texture (extended to power-of-two size)
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uniform float2 ShadowUVOffset = float2(0.0f, 0.0f);
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uniform bool SwapXY = false;
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uniform int RotationType = 0; // 0 = 0°, 1 = 90°, 2 = 180°, 3 = 270°
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uniform bool PrepareBloom = false; // disables some effects for rendering bloom textures
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uniform bool PrepareVector = false;
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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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float2 shadowUVOffset = ShadowUVOffset;
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shadowUVOffset = SwapXY
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? shadowUVOffset.yx
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: shadowUVOffset.xy;
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float2 ScreenCoordOffset = 0.0f;
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ScreenCoordOffset += shadowUVOffset;
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Output.ScreenCoord = Input.Position.xy;
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Output.ScreenCoord += ScreenCoordOffset;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = PrepareVector
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? Input.Position.xy / ScreenDims
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: Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline, Shadowmask & Distortion Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float HumBarHertzRate = 60.0f / 59.94f - 1.0f; // difference between the 59.94 Hz field rate and 60 Hz line frequency (NTSC)
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uniform float HumBarAlpha = 0.0f;
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uniform float TimeMilliseconds = 0.0f;
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uniform float2 ScreenScale = float2(1.0f, 1.0f);
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uniform float2 ScreenOffset = float2(0.0f, 0.0f);
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uniform float ScanlineAlpha = 1.0f;
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uniform float ScanlineScale = 1.0f;
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uniform float ScanlineBrightScale = 1.0f;
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uniform float ScanlineBrightOffset = 1.0f;
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uniform float ScanlineOffset = 1.0f;
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uniform float ScanlineHeight = 1.0f;
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uniform float3 BackColor = float3(0.0f, 0.0f, 0.0f);
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uniform float CurvatureAmount = 1.0f;
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uniform float RoundCornerAmount = 0.0f;
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uniform float SmoothBorderAmount = 0.0f;
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uniform float VignettingAmount = 0.0f;
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uniform float ReflectionAmount = 0.0f;
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uniform int ShadowTileMode = 0; // 0 based on screen dimension, 1 based on source dimension
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uniform float ShadowAlpha = 0.0f;
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uniform float2 ShadowCount = float2(6.0f, 6.0f);
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uniform float2 ShadowUV = float2(0.25f, 0.25f);
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uniform float3 Power = float3(1.0f, 1.0f, 1.0f);
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uniform float3 Floor = float3(0.0f, 0.0f, 0.0f);
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float2 GetRatioCorrection()
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{
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if (PrepareVector)
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{
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float ScreenRatio = ScreenDims.x / ScreenDims.y;
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float QuadRatio = QuadDims.x / QuadDims.y;
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float ScreenQuadRatio = QuadRatio / ScreenRatio;
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return ScreenQuadRatio > 1.0f
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? float2(1.0, 1.0f / ScreenQuadRatio)
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: float2(ScreenQuadRatio, 1.0);
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}
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else
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{
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return SourceRect;
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}
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}
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float GetNoiseFactor(float n, float random)
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{
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// smaller n become more noisy
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return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n));
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}
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float GetVignetteFactor(float2 coord, float amount)
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{
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float2 VignetteCoord = coord;
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float VignetteLength = length(VignetteCoord);
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float VignetteBlur = (amount * 0.75f) + 0.25;
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// 0.5 full screen fitting circle
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float VignetteRadius = 1.0f - (amount * 0.25f);
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float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength);
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return saturate(Vignette);
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}
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float GetSpotAddend(float2 coord, float amount)
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{
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float2 RatioCorrection = GetRatioCorrection();
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// normalized screen canvas ratio
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float2 CanvasRatio = PrepareVector
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? float2(1.0f, QuadDims.y / QuadDims.x)
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: float2(1.0f, SwapXY
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? QuadDims.x / QuadDims.y
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: QuadDims.y / QuadDims.x);
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// upper right quadrant
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float2 spotOffset = PrepareVector
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? RotationType == 1 // 90°
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? float2(-0.25f, -0.25f)
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: RotationType == 2 // 180°
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? float2(0.25f, -0.25f)
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: RotationType == 3 // 270°
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? float2(0.25f, 0.25f)
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: float2(-0.25f, 0.25f)
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: SwapXY
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? float2(0.25f, 0.25f)
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: float2(-0.25f, 0.25f);
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float2 SpotCoord = coord;
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SpotCoord += spotOffset * RatioCorrection;
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SpotCoord *= CanvasRatio;
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SpotCoord /= RatioCorrection;
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float SpotBlur = amount;
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// 0.5 full screen fitting circle
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float SpotRadius = amount * 0.75f;
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float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord));
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float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75);
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// increase strength by 100%
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SigmoidSpot = SigmoidSpot * 2.0f;
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return saturate(SigmoidSpot);
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}
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float GetRoundCornerFactor(float2 coord, float radiusAmount, float smoothAmount)
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{
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float2 RatioCorrection = GetRatioCorrection();
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// reduce smooth amount down to radius amount
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smoothAmount = min(smoothAmount, radiusAmount);
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float2 CanvasDims = PrepareVector
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? ScreenDims
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: SwapXY
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? QuadDims.yx / SourceRect
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: QuadDims.xy / SourceRect;
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coord = PrepareVector
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? coord
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: coord - 1.0f / SourceDims; // alignment correction (raster graphics)
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float range = min(QuadDims.x, QuadDims.y) * 0.5;
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float radius = range * max(radiusAmount, 0.0025f);
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float smooth = 1.0 / (range * max(smoothAmount, 0.0025f));
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// compute box
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float box = roundBox(CanvasDims * (coord * 2.0f), CanvasDims * RatioCorrection, radius);
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// apply smooth
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box *= smooth;
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box += 1.0f - pow(smooth * 0.5f, 0.5f);
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float border = smoothstep(1.0f, 0.0f, box);
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return saturate(border);
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}
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// www.francois-tarlier.com/blog/cubic-lens-distortion-shader/
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float2 GetDistortedCoords(float2 centerCoord, float amount)
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{
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// lens distortion coefficient
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float k = amount;
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// cubic distortion value
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float kcube = amount * 2.0f;
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// compute cubic distortion factor
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float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y;
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float f = kcube == 0.0f
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? 1.0f + r2 * k
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: 1.0f + r2 * (k + kcube * sqrt(r2));
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// fit screen bounds
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f /= 1.0f + amount * 0.5f;
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// apply cubic distortion factor
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centerCoord *= f;
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return centerCoord;
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}
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float2 GetCoords(float2 coord, float2 centerOffset, float distortionAmount)
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{
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float2 RatioCorrection = GetRatioCorrection();
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// center coordinates
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coord -= centerOffset;
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// apply ratio difference between screen and quad
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coord /= RatioCorrection;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount);
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// revert ratio difference between screen and quad
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coord *= RatioCorrection;
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// un-center coordinates
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coord += centerOffset;
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return coord;
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}
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float2 GetAdjustedCoords(float2 coord, float2 centerOffset, float distortionAmount)
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{
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float2 RatioCorrection = GetRatioCorrection();
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// center coordinates
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coord -= centerOffset;
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// apply ratio difference between screen and quad
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coord /= RatioCorrection;
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// apply screen scale
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coord /= ScreenScale;
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// distort coordinates
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coord = GetDistortedCoords(coord, distortionAmount);
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// revert ratio difference between screen and quad
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coord *= RatioCorrection;
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// un-center coordinates
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coord += centerOffset;
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// apply screen offset
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coord += (centerOffset * 2.0) * ScreenOffset;
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return coord;
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}
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float2 ScreenTexelDims = 1.0f / ScreenDims;
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float2 SourceTexelDims = 1.0f / SourceDims;
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float2 HalfSourceRect = SourceRect * 0.5f;
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float2 ScreenCoord = Input.ScreenCoord / ScreenDims;
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ScreenCoord = GetCoords(ScreenCoord, float2(0.5f, 0.5f), CurvatureAmount * 0.25f); // reduced amount
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float2 DistortionCoord = Input.TexCoord;
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DistortionCoord = GetCoords(DistortionCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount
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float2 BaseCoord = Input.TexCoord;
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BaseCoord = GetAdjustedCoords(BaseCoord, HalfSourceRect, CurvatureAmount * 0.25f); // reduced amount
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float2 DistortionCoordCentered = DistortionCoord;
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DistortionCoordCentered -= HalfSourceRect;
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float2 BaseCoordCentered = BaseCoord;
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BaseCoordCentered -= HalfSourceRect;
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float4 BaseColor = tex2D(DiffuseSampler, BaseCoord);
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BaseColor.a = 1.0f;
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if (BaseCoord.x < 0.0f || BaseCoord.y < 0.0f)
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{
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BaseColor.rgb = 0.0f;
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}
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// Mask Simulation (may not affect bloom)
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if (!PrepareBloom && ShadowAlpha > 0.0f)
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{
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float2 shadowDims = ShadowDims;
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shadowDims = SwapXY
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? shadowDims.yx
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: shadowDims.xy;
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float2 shadowUV = ShadowUV;
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// shadowUV = SwapXY
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// ? shadowUV.yx
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// : shadowUV.xy;
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float2 screenCoord = ShadowTileMode == 0 ? ScreenCoord : BaseCoord;
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screenCoord = SwapXY
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? screenCoord.yx
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: screenCoord.xy;
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float2 shadowCount = ShadowCount;
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shadowCount = SwapXY
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? shadowCount.yx
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: shadowCount.xy;
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float2 shadowTile = ((ShadowTileMode == 0 ? ScreenTexelDims : SourceTexelDims) * shadowCount);
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shadowTile = SwapXY
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? shadowTile.yx
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: shadowTile.xy;
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float2 ShadowFrac = frac(screenCoord / shadowTile);
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float2 ShadowCoord = (ShadowFrac * shadowUV);
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ShadowCoord += 0.5f / shadowDims; // half texel offset
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// ShadowCoord = SwapXY
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// ? ShadowCoord.yx
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// : ShadowCoord.xy;
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float4 ShadowColor = tex2D(ShadowSampler, ShadowCoord);
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float3 ShadowMaskColor = lerp(1.0f, ShadowColor.rgb, ShadowAlpha);
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float ShadowMaskClear = (1.0f - ShadowColor.a) * ShadowAlpha;
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// apply shadow mask color
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BaseColor.rgb *= ShadowMaskColor;
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// clear shadow mask by background color
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BaseColor.rgb = lerp(BaseColor.rgb, BackColor, ShadowMaskClear);
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}
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// Color Compression (may not affect bloom)
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if (!PrepareBloom)
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{
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// increasing the floor of the signal without affecting the ceiling
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BaseColor.rgb = Floor + (1.0f - Floor) * BaseColor.rgb;
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}
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// Color Power (may affect bloom)
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BaseColor.r = pow(BaseColor.r, Power.r);
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BaseColor.g = pow(BaseColor.g, Power.g);
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BaseColor.b = pow(BaseColor.b, Power.b);
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// Scanline Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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// Scanline Simulation (may not affect vector screen)
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if (!PrepareVector && ScanlineAlpha > 0.0f)
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{
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float ScanCoord = BaseCoord.y * SourceDims.y * ScanlineScale * PI;
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float ScanCoordJitter = ScanlineOffset * PHI;
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float ScanSine = sin(ScanCoord + ScanCoordJitter);
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float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineHeight);
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float ScanBrightness = ScanSineScaled * ScanlineBrightScale + 1.0f + ScanlineBrightOffset;
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BaseColor.rgb *= lerp(1.0f, ScanBrightness * 0.5f, ScanlineAlpha);
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}
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// Hum Bar Simulation (may not affect vector screen)
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if (!PrepareVector && HumBarAlpha > 0.0f)
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{
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float HumTimeStep = frac(TimeMilliseconds * HumBarHertzRate);
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float HumBrightness = 1.0 - frac(BaseCoord.y / SourceRect.y + HumTimeStep) * HumBarAlpha;
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BaseColor.rgb *= HumBrightness;
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}
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}
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// Output
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float4 Output = PrepareVector
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? BaseColor * (Input.Color + float4(1.0f, 1.0f, 1.0f, 0.0f))
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: BaseColor * Input.Color;
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Output.a = 1.0f;
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// Vignetting Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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float2 VignetteCoord = DistortionCoordCentered;
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float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount);
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Output.rgb *= VignetteFactor;
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}
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// Light Reflection Simulation (may not affect bloom)
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if (!PrepareBloom)
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{
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float3 LightColor = float3(1.0f, 0.90f, 0.80f);
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float2 SpotCoord = DistortionCoordCentered;
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float2 NoiseCoord = DistortionCoordCentered;
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float SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount);
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float NoiseFactor = GetNoiseFactor(SpotAddend, random(NoiseCoord));
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Output.rgb += SpotAddend * NoiseFactor * LightColor;
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}
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// Round Corners Simulation (may affect bloom)
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float2 RoundCornerCoord = DistortionCoordCentered;
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float roundCornerFactor = GetRoundCornerFactor(RoundCornerCoord, RoundCornerAmount, SmoothBorderAmount);
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Output.rgb *= roundCornerFactor;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Scanline & Shadowmask Effect
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//-----------------------------------------------------------------------------
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technique DefaultTechnique
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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();
|
|
}
|
|
} |