mirror of
https://github.com/holub/mame
synced 2025-04-25 09:50:04 +03:00

- added distortion pass, which is applied after the bloom pass - moved vignetting, curvature, round corners and reflection effect to distortion pass - disabled distortion pass for multi screens and activated artworks due to not yet fixed misalignments - disabled scanlines for vector rendering in post pass shader - removed prescale knowledge from downsample, bloom and post pass shader - fixed half pixel offset in most shaders - fixed position of reflection effect when screen is rotated or flipped - fixed roundness of round corners in any aspect ratio - fixed shadow mask bleeding (nearly completly) - added bounds() and screen_bounds() getter to layout_view - added current_view() getter to render_target - some cleanup and refactoring
125 lines
2.9 KiB
HLSL
125 lines
2.9 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz
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//-----------------------------------------------------------------------------
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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 float2 ScreenDims;
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uniform float2 TargetDims;
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uniform bool Passthrough;
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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.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 = Input.TexCoord;
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.PrevCoord = Output.TexCoord;
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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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// Simple Pixel Shader
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//-----------------------------------------------------------------------------
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uniform float3 Phosphor = float3(0.0f, 0.0f, 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(Phosphor.r, Phosphor.g, Phosphor.b);
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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 Passthrough
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? CurrPix
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: 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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