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Diffstat (limited to 'src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc')
-rw-r--r--src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc39
1 files changed, 1 insertions, 38 deletions
diff --git a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
index beba1f1743f..4aa3719c0ab 100644
--- a/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
+++ b/src/osd/modules/render/bgfx/shaders/chains/hlsl/fs_post.sc
@@ -13,19 +13,11 @@ uniform vec4 u_swap_xy;
uniform vec4 u_source_dims; // size of the guest machine
uniform vec4 u_target_dims;
uniform vec4 u_target_scale;
-uniform vec4 u_quad_dims;
uniform vec4 u_screen_scale;
uniform vec4 u_screen_offset;
// uniform vec4 u_back_color; // TODO
// User-supplied
-uniform vec4 u_scanline_alpha;
-uniform vec4 u_scanline_scale;
-uniform vec4 u_scanline_bright_scale;
-uniform vec4 u_scanline_bright_offset;
-uniform vec4 u_scanline_jitter;
-uniform vec4 u_scanline_height;
-uniform vec4 u_scanline_variation;
uniform vec4 u_shadow_tile_mode;
uniform vec4 u_shadow_alpha;
uniform vec4 u_shadow_count;
@@ -38,14 +30,13 @@ uniform vec4 u_floor;
// Parametric
uniform vec4 u_time; // milliseconds
-uniform vec4 u_jitter_amount;
// Samplers
SAMPLER2D(s_tex, 0);
SAMPLER2D(s_shadow, 1);
//-----------------------------------------------------------------------------
-// Scanline & Shadowmask Pixel Shader
+// Shadowmask Pixel Shader
//-----------------------------------------------------------------------------
vec2 GetAdjustedCoords(vec2 coord)
@@ -148,34 +139,6 @@ void main()
BaseColor.g = pow(BaseColor.g, u_power.g);
BaseColor.b = pow(BaseColor.b, u_power.b);
- // Scanline Simulation
- if (u_scanline_alpha.x > 0.0f)
- {
- float BrightnessOffset = (u_scanline_bright_offset.x * u_scanline_alpha.x);
- float BrightnessScale = (u_scanline_bright_scale.x * u_scanline_alpha.x) + (1.0 - u_scanline_alpha.x);
-
- float ColorBrightness = 0.299 * BaseColor.r + 0.587 * BaseColor.g + 0.114 * BaseColor.b;
-
- float ScanCoord = BaseCoord.y;
- ScanCoord += u_swap_xy.x > 0.0
- ? u_quad_dims.x <= u_source_dims.x * 2.0
- ? 0.5 / u_quad_dims.x // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0
- : u_quad_dims.y <= u_source_dims.y * 2.0
- ? 0.5 / u_quad_dims.y // uncenter scanlines if the quad is less than twice the size of the source
- : 0.0;
-
- ScanCoord *= u_source_dims.y * u_scanline_scale.x * 3.1415927; // PI
-
- float ScanCoordJitter = u_scanline_jitter.x * u_jitter_amount.x * 1.5707963; // half PI
- float ScanSine = sin(ScanCoord + ScanCoordJitter);
- float ScanlineWide = u_scanline_height.x + u_scanline_variation.x * max(1.0, u_scanline_height.x) * (1.0 - ColorBrightness);
- float ScanSineScaled = pow(ScanSine * ScanSine, ScanlineWide);
- float ScanBrightness = ScanSineScaled * BrightnessScale + BrightnessOffset * BrightnessScale;
-
- BaseColor.rgb *= mix(vec3(1.0, 1.0, 1.0), vec3(ScanBrightness, ScanBrightness, ScanBrightness), u_scanline_alpha.xxx);
- }
-
// Hum Bar Simulation
if (u_humbar_alpha.x > 0.0f)
{