mame/hlsl/focus.fx

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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Defocus 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;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Defocus Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float2 TargetDims;
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)
Output.TexCoord = TexCoord;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Defocus Pixel Shader
//-----------------------------------------------------------------------------
uniform float2 Defocus = float2(0.0f, 0.0f);
// previously this pass was applied two times with offsets of 0.25, 0.5, 0.75, 1.0
// now this pass is applied only once with offsets of 0.25, 0.55, 1.0, 1.6 to achieve the same appearance as before till a maximum defocus of 2.0
static const float2 CoordOffset8[8] =
{
// 0.075x<EFBFBD> + 0.225x + 0.25
float2(-1.60f, 0.25f),
float2(-1.00f, -0.55f),
float2(-0.55f, 1.00f),
float2(-0.25f, -1.60f),
float2( 0.25f, 1.60f),
float2( 0.55f, -1.00f),
float2( 1.00f, 0.55f),
float2( 1.60f, -0.25f),
};
float4 ps_main(PS_INPUT Input) : COLOR
{
// imaginary texel dimensions independed from source and target dimension
float2 TexelDims = (1.0f / 1024.0f);
float2 DefocusTexelDims = Defocus * TexelDims;
float3 texel = tex2D(DiffuseSampler, Input.TexCoord).rgb;
float samples = 1.0f;
for (int i = 0; i < 8; i++)
{
texel += tex2D(DiffuseSampler, Input.TexCoord + CoordOffset8[i] * DefocusTexelDims).rgb;
samples += 1.0f;
}
return float4(texel / samples, 1.0f);
}
//-----------------------------------------------------------------------------
// Defocus Technique
//-----------------------------------------------------------------------------
technique DefaultTechnique
{
pass Pass0
{
Lighting = FALSE;
VertexShader = compile vs_3_0 vs_main();
PixelShader = compile ps_3_0 ps_main();
}
}