mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-08 19:32:39 +08:00
91 lines
2.1 KiB
HLSL
91 lines
2.1 KiB
HLSL
/*
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Copyright (C) 2006 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "shader.code"
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float threshold = 0.14; // effects drawing
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string name : NAME = "Matrix";
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string combineTechique : COMBINETECHNIQUE = "Matrix";
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// **VS**
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VERTEX_STUFF3 S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF3 OUT = (VERTEX_STUFF3)0;
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float dx = ps.x*0.5;
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float dy = ps.y*0.5;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.C = tc;
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OUT.L = tc + float2(-dx, 0);
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OUT.R = tc + float2( dx, 0);
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OUT.U = tc + float2( 0,-dy);
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OUT.D = tc + float2( 0, dy);
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return OUT;
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}
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// **PS**
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float4 S_FRAGMENT ( in VERTEX_STUFF3 VAR ) : COLOR
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{
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// matrix look
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float3 pap = float3(0.10, 0.02, 0.00);
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float3 ink = float3(0.10, 0.82, 0.05);
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float3 c11 = tex2D(s_l, VAR.C).xyz;
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float3 c01 = tex2D(s_l, VAR.L).xyz;
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float3 c21 = tex2D(s_l, VAR.R).xyz;
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float3 c10 = tex2D(s_l, VAR.U).xyz;
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float3 c12 = tex2D(s_l, VAR.D).xyz;
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float lum_ct = dot(c11,dt)*0.5 + 0.4;
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float lum_x = dot(c01+c21,dt)*0.2 + lum_ct;
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float lum_y = dot(c10+c12,dt)*0.2 + lum_ct;
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float d = dot(abs(c01-c21),dt)/lum_x + dot(abs(c10-c12),dt)/lum_y;
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if (d < threshold)
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{
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return float4(pap,1);
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}
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else
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{
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return float4(ink*d,1);
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}
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}
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technique Matrix
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{
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pass P0
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{
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VertexShader = compile vs_2_0 S_VERTEX();
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PixelShader = compile ps_2_0 S_FRAGMENT();
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}
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}
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