mirror of
https://github.com/holub/mame
synced 2025-04-16 13:34:55 +03:00
219 lines
7.6 KiB
HLSL
219 lines
7.6 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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float3 SubsampleWidth = float3(YSubsampleLength, ISubsampleLength, QSubsampleLength);
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SubsampleWidth = (RawWidth * 2.0f) / SubsampleWidth;
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float3 SubsampleCoord = Input.TexCoord.x;
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float3 SubsampleFrac = frac(SubsampleCoord * SubsampleWidth); // Fraction is in subsample width units!
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SubsampleCoord = (SubsampleCoord * SubsampleWidth - SubsampleFrac) / SubsampleWidth;
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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 + YSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
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float3 LastITexel = tex2D(DiffuseSampler, float2(SubsampleCoord.y + ISubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
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float3 LastQTexel = tex2D(DiffuseSampler, float2(SubsampleCoord.z + QSubsampleLength / (RawWidth * 2.0f), Input.TexCoord.y)).rgb;
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YTexel = lerp(YTexel, LastYTexel, SubsampleFrac.x);
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ITexel = lerp(ITexel, LastITexel, SubsampleFrac.y);
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QTexel = lerp(QTexel, LastQTexel, 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 Output;
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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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