mirror of
https://github.com/libretro/mame.git
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103 lines
2.9 KiB
HLSL
103 lines
2.9 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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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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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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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float4 TexCoord01 : TEXCOORD0;
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float4 TexCoord23 : TEXCOORD1;
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};
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//-----------------------------------------------------------------------------
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// Downsample Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float2 ScreenSize;
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uniform float2 TargetSize;
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uniform float2 SourceSize;
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uniform float2 PrimRatio;
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uniform float BloomRescale;
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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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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenSize;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.xy -= float2(0.5f, 0.5f);
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Output.Position.xy *= float2(2.0f, 2.0f);
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Output.Color = Input.Color;
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float2 inversePixel = 1.0f / ScreenSize;
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Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
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Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
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Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
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Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
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return Output;
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}
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//-----------------------------------------------------------------------------
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// Downsample 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 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
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float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
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float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
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float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
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float4 outTexel = (texel0 + texel1 + texel2 + texel3) * BloomRescale;
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return float4(outTexel.rgb, 1.0f);
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}
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//-----------------------------------------------------------------------------
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// Downsample 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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