mame/hlsl/color_light.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

155 lines
4.3 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 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 RedPower = 2.2f;
uniform float GrnPower = 2.2f;
uniform float BluPower = 2.2f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
// -- RGB Tint & Shift --
float ShiftedRed = dot(BaseTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
float ShiftedGrn = dot(BaseTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
float ShiftedBlu = dot(BaseTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
// -- RGB Offset & Scale --
float3 RGBScale = float3(RedScale, GrnScale, BluScale);
float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift;
// -- Saturation --
float3 Gray = float3(0.3f, 0.59f, 0.11f);
float OutLuma = dot(OutTexel, Gray);
float3 OutChroma = OutTexel - OutLuma;
float3 OutRGB = OutLuma + OutChroma * Saturation;
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();
}
}