mame/hlsl/downsample.fx

118 lines
3.3 KiB
HLSL

// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Downsample Effect
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Sampler Definitions
//-----------------------------------------------------------------------------
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float4 TexCoord01 : TEXCOORD0;
float4 TexCoord23 : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Downsample Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
uniform float2 QuadDims;
static const float2 Coord0Offset = float2(-0.5f, -0.5f);
static const float2 Coord1Offset = float2( 0.5f, -0.5f);
static const float2 Coord2Offset = float2(-0.5f, 0.5f);
static const float2 Coord3Offset = float2( 0.5f, 0.5f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 HalfTargetTexelDims = 0.5f / TargetDims;
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
Output.Color = Input.Color;
float2 TexCoord = Input.TexCoord;
TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
Output.TexCoord01.xy = TexCoord + Coord0Offset * HalfTargetTexelDims;
Output.TexCoord01.zw = TexCoord + Coord1Offset * HalfTargetTexelDims;
Output.TexCoord23.xy = TexCoord + Coord2Offset * HalfTargetTexelDims;
Output.TexCoord23.zw = TexCoord + Coord3Offset * HalfTargetTexelDims;
return Output;
}
//-----------------------------------------------------------------------------
// Downsample Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float3 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy).rgb;
float3 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw).rgb;
float3 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy).rgb;
float3 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw).rgb;
float3 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
return float4(outTexel, 1.0f);
}
//-----------------------------------------------------------------------------
// Downsample Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}