mirror of
https://github.com/holub/mame
synced 2025-10-05 08:41:31 +03:00

- changed shadow mask implementation, shadow count XY now represent the number of pixel the shadow UV sized tiles will take on the screen - implemented rotation of the shadow mask texture depending on the default landscape or portrait view of the screen - removed prescale and pixel border of the shadow mask texture - added option to change the shadow UV offset, to reduce the color bleeding of the shadow mask - adjusted presets to work with the changed mask implementation - reduced defocus offset - improved downsampling for better blurring - improved alignment of bloom layers (raster and vector) - applied bloom effect to the render output of screenshot and AVI recording - changed curvature effect to fit screen size - changed scanlines to be not rendered into bloom layers - changed shadow mask to be not rendered into bloom layers - changed color floor to not light the bloom layers - changed shadow mask to not dark the color floor - added image vignetting simulation and option - added round screen corner simulation and option - added screen light reflection simulation and option - made usage of unused brightness offset (additive) - removed unused pincushion option - removed duplicate shadow count Y options - removed artwork/adapture.png - added artwork/adapture-grill.png - added artwork/shadow-mask.png - added artwork/slot-mask.png - added hlsl/simple.fx - removed unused shaders::blit() function - added shaders::screen_pass() function, which handles the (raster-)rendering on screen, into screenshot and AVI recording - added effect:set_bool() function
149 lines
4.3 KiB
HLSL
149 lines
4.3 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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//-----------------------------------------------------------------------------
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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 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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float2 TexCoord2 : TEXCOORD2;
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float2 TexCoord3 : TEXCOORD3;
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float2 TexCoord4 : TEXCOORD4;
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float2 TexCoord5 : TEXCOORD5;
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float2 TexCoord6 : TEXCOORD6;
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float2 TexCoord7 : TEXCOORD7;
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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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float2 Unused : 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 TexCoord0 : TEXCOORD0;
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float2 TexCoord1 : TEXCOORD1;
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float2 TexCoord2 : TEXCOORD2;
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float2 TexCoord3 : TEXCOORD3;
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float2 TexCoord4 : TEXCOORD4;
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float2 TexCoord5 : TEXCOORD5;
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float2 TexCoord6 : TEXCOORD6;
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float2 TexCoord7 : TEXCOORD7;
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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 Defocus = float2(0.0f, 0.0f);
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uniform float2 Prescale = float2(8.0f, 8.0f);
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float2 Coord0Offset = float2( 0.0f, 0.0f);
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float2 Coord1Offset = float2(-0.2f, -0.6f);
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float2 Coord2Offset = float2( 0.4f, -0.4f);
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float2 Coord3Offset = float2( 0.6f, 0.2f);
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float2 Coord4Offset = float2( 0.2f, 0.6f);
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float2 Coord5Offset = float2(-0.4f, 0.6f);
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float2 Coord6Offset = float2(-0.6f, 0.2f);
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float2 Coord7Offset = float2(-0.6f, -0.4f);
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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 ScreenTexelDims = 1.0f / ScreenDims;
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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;
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Output.Position.xy -= 0.5f;
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Output.Position.xy *= 2.0f;
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// todo: there is an offset which can be noticed at lower prescale in high-resolution
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float2 FocusPrescaleOffset = ScreenTexelDims / Prescale;
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float2 TexCoord = Input.TexCoord;
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TexCoord += FocusPrescaleOffset;
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Output.TexCoord0 = TexCoord + Coord0Offset * ScreenTexelDims * Defocus;
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Output.TexCoord1 = TexCoord + Coord1Offset * ScreenTexelDims * Defocus;
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Output.TexCoord2 = TexCoord + Coord2Offset * ScreenTexelDims * Defocus;
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Output.TexCoord3 = TexCoord + Coord3Offset * ScreenTexelDims * Defocus;
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Output.TexCoord4 = TexCoord + Coord4Offset * ScreenTexelDims * Defocus;
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Output.TexCoord5 = TexCoord + Coord5Offset * ScreenTexelDims * Defocus;
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Output.TexCoord6 = TexCoord + Coord6Offset * ScreenTexelDims * Defocus;
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Output.TexCoord7 = TexCoord + Coord7Offset * ScreenTexelDims * Defocus;
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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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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float4 d0 = tex2D(DiffuseSampler, Input.TexCoord0);
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float3 d1 = tex2D(DiffuseSampler, Input.TexCoord1).rgb;
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float3 d2 = tex2D(DiffuseSampler, Input.TexCoord2).rgb;
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float3 d3 = tex2D(DiffuseSampler, Input.TexCoord3).rgb;
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float3 d4 = tex2D(DiffuseSampler, Input.TexCoord4).rgb;
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float3 d5 = tex2D(DiffuseSampler, Input.TexCoord5).rgb;
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float3 d6 = tex2D(DiffuseSampler, Input.TexCoord6).rgb;
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float3 d7 = tex2D(DiffuseSampler, Input.TexCoord7).rgb;
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float3 blurred = (d0.rgb + d1 + d2 + d3 + d4 + d5 + d6 + d7) / 8.0f;
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blurred = lerp(d0.rgb, blurred, 1.0f);
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return float4(blurred, d0.a);
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// float4 texel = tex2D(DiffuseSampler, Input.TexCoord0);
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// return float4(texel.rgb, 1.0f);
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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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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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