mame/hlsl/deconverge.fx

132 lines
3.7 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Deconvergence Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
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;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float3 TexCoordX : TEXCOORD0;
float3 TexCoordY : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Deconvergence Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float3 ConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 ConvergeY = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeX = float3(0.0f, 0.0f, 0.0f);
uniform float3 RadialConvergeY = float3(0.0f, 0.0f, 0.0f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
// imaginary texel dimensions independed from screen dimension, but ratio
float2 TexelDims = (1.0f / 1024);
Output.TexCoordX = TexCoord.xxx;
Output.TexCoordY = TexCoord.yyy;
// center coordinates
Output.TexCoordX -= 0.5f;
Output.TexCoordY -= 0.5f;
// radial converge offset to "translate" the most outer pixel as thay would be translated by the linar converge with the same amount
float2 radialConvergeOffset = 2.0f;
// radial converge
Output.TexCoordX *= 1.0f + RadialConvergeX * TexelDims.xxx * radialConvergeOffset.xxx;
Output.TexCoordY *= 1.0f + RadialConvergeY * TexelDims.yyy * radialConvergeOffset.yyy;
// un-center coordinates
Output.TexCoordX += 0.5f;
Output.TexCoordY += 0.5f;
// linear converge
Output.TexCoordX += ConvergeX * TexelDims.xxx;
Output.TexCoordY += ConvergeY * TexelDims.yyy;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Deconvergence Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float r = tex2D(DiffuseSampler, float2(Input.TexCoordX.x, Input.TexCoordY.x)).r;
float g = tex2D(DiffuseSampler, float2(Input.TexCoordX.y, Input.TexCoordY.y)).g;
float b = tex2D(DiffuseSampler, float2(Input.TexCoordX.z, Input.TexCoordY.z)).b;
return float4(r, g, b, 1.0f);
}
//-----------------------------------------------------------------------------
// Deconvergence Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}