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https://github.com/libretro/mame.git
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89 lines
2.5 KiB
HLSL
89 lines
2.5 KiB
HLSL
//-----------------------------------------------------------------------------
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// Effect File Variables
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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 TexCoord : TEXCOORD0;
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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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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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// Simple Vertex Shader
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//-----------------------------------------------------------------------------
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uniform float TargetWidth;
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uniform float TargetHeight;
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uniform float2 TimeParams;
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uniform float3 LengthParams;
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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.x /= TargetWidth;
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Output.Position.y /= TargetHeight;
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Output.Position.y = 1.0f - Output.Position.y;
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Output.Position.x -= 0.5f;
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Output.Position.y -= 0.5f;
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Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
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Output.Color = Input.Color;
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Output.TexCoord = Input.Position.xy / float2(TargetWidth, TargetHeight);
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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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// TimeParams.x: Frame time of the vector
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// TimeParams.y: How much frame time affects the vector's fade
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// LengthParams.x: Length of the vector
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// LengthParams.y: How much length affects the vector's fade
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// LengthParams.z: Size at which fade is maximum
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float4 ps_main(PS_INPUT Input) : COLOR
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{
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float timeModulate = lerp(1.0f, TimeParams.x, TimeParams.y) * 2.0;
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float lengthModulate = clamp(1.0f - LengthParams.x / LengthParams.z, 0.0f, 1.0f);
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lengthModulate = lerp(1.0f, timeModulate * lengthModulate, LengthParams.y) * 2.0;
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float4 outColor = Input.Color * float4(lengthModulate, lengthModulate, lengthModulate, 1.0f) * 8.0;
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return outColor;
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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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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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