diff options
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.sc | 39 |
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) { |