mirror of
https://github.com/libretro/mame.git
synced 2024-11-27 11:30:36 +00:00
122 lines
4.2 KiB
HLSL
122 lines
4.2 KiB
HLSL
//-----------------------------------------------------------------------------
|
|
// Effect File Variables
|
|
//-----------------------------------------------------------------------------
|
|
|
|
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;
|
|
float4 TexCoord01 : TEXCOORD0;
|
|
float4 TexCoord23 : TEXCOORD1;
|
|
float4 TexCoord45 : TEXCOORD2;
|
|
float4 TexCoord67 : TEXCOORD3;
|
|
float4 TexCoord89 : TEXCOORD4;
|
|
};
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float3 Position : POSITION;
|
|
float4 Color : COLOR0;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 Color : COLOR0;
|
|
float4 TexCoord01 : TEXCOORD0;
|
|
float4 TexCoord23 : TEXCOORD1;
|
|
float4 TexCoord45 : TEXCOORD2;
|
|
float4 TexCoord67 : TEXCOORD3;
|
|
float4 TexCoord89 : TEXCOORD4;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Downsample Vertex Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
uniform float2 TargetSize;
|
|
uniform float2 SourceSize;
|
|
|
|
uniform float2 Defocus = float2(0.0f, 0.0f);
|
|
|
|
uniform float Brighten;
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT Input)
|
|
{
|
|
VS_OUTPUT Output = (VS_OUTPUT)0;
|
|
|
|
Output.Position = float4(Input.Position.xyz, 1.0f);
|
|
Output.Position.xy /= TargetSize;
|
|
Output.Position.y = 1.0f - Output.Position.y;
|
|
Output.Position.xy -= float2(0.5f, 0.5f);
|
|
Output.Position.xy *= float2(2.0f, 2.0f);
|
|
Output.Color = Input.Color;
|
|
float2 inversePixel = 1.0f / TargetSize;
|
|
Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.75f - 0.5f, 0.32f - 0.5f) * inversePixel;
|
|
Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(0.35f - 0.5f, 0.65f - 0.5f) * inversePixel;
|
|
Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.31f - 0.5f, 1.25f - 0.5f) * inversePixel;
|
|
Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(0.58f - 0.5f, 1.61f - 0.5f) * inversePixel;
|
|
Output.TexCoord45.xy = Input.Position.xy * inversePixel + float2(1.00f - 0.5f, 1.75f - 0.5f) * inversePixel;
|
|
Output.TexCoord45.zw = Input.Position.xy * inversePixel + float2(1.35f - 0.5f, 1.64f - 0.5f) * inversePixel;
|
|
Output.TexCoord67.xy = Input.Position.xy * inversePixel + float2(1.65f - 0.5f, 1.32f - 0.5f) * inversePixel;
|
|
Output.TexCoord67.zw = Input.Position.xy * inversePixel + float2(1.72f - 0.5f, 0.93f - 0.5f) * inversePixel;
|
|
Output.TexCoord89.xy = Input.Position.xy * inversePixel + float2(1.57f - 0.5f, 0.57f - 0.5f) * inversePixel;
|
|
Output.TexCoord89.zw = Input.Position.xy * inversePixel + float2(1.25f - 0.5f, 0.33f - 0.5f) * inversePixel;
|
|
|
|
return Output;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Downsample Pixel Shader
|
|
//-----------------------------------------------------------------------------
|
|
|
|
float4 ps_main(PS_INPUT Input) : COLOR
|
|
{
|
|
float4 texel0 = tex2D(DiffuseSampler, Input.TexCoord01.xy);
|
|
float4 texel1 = tex2D(DiffuseSampler, Input.TexCoord01.zw);
|
|
float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
|
|
float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
|
|
float4 texel4 = tex2D(DiffuseSampler, Input.TexCoord45.xy);
|
|
float4 texel5 = tex2D(DiffuseSampler, Input.TexCoord45.zw);
|
|
float4 texel6 = tex2D(DiffuseSampler, Input.TexCoord67.xy);
|
|
float4 texel7 = tex2D(DiffuseSampler, Input.TexCoord67.zw);
|
|
float4 texel8 = tex2D(DiffuseSampler, Input.TexCoord89.xy);
|
|
float4 texel9 = tex2D(DiffuseSampler, Input.TexCoord89.zw);
|
|
float4 outTexel = (texel0 + texel1 + texel2 + texel3 + texel4 + texel5 + texel6 + texel7 + texel8 + texel9) * 0.1f;
|
|
return float4(outTexel.rgb, 1.0f);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Downsample Effect
|
|
//-----------------------------------------------------------------------------
|
|
|
|
technique TestTechnique
|
|
{
|
|
pass Pass0
|
|
{
|
|
Lighting = FALSE;
|
|
|
|
Sampler[0] = <DiffuseSampler>;
|
|
|
|
VertexShader = compile vs_2_0 vs_main();
|
|
PixelShader = compile ps_2_0 ps_main();
|
|
}
|
|
}
|