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Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.cpp')
-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.cpp34
1 files changed, 26 insertions, 8 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp
index 4ee6fcbd5ac..000fd254fe0 100644
--- a/src/osd/modules/render/d3d/d3dhlsl.cpp
+++ b/src/osd/modules/render/d3d/d3dhlsl.cpp
@@ -680,7 +680,9 @@ void shaders::init(d3d_base *d3dintf, running_machine *machine, renderer_d3d9 *r
options->shadow_mask_v_size = winoptions.screen_shadow_mask_v_size();
options->shadow_mask_u_offset = winoptions.screen_shadow_mask_u_offset();
options->shadow_mask_v_offset = winoptions.screen_shadow_mask_v_offset();
- options->curvature = winoptions.screen_curvature();
+ options->distortion = winoptions.screen_distortion();
+ options->cubic_distortion = winoptions.screen_cubic_distortion();
+ options->distort_corner = winoptions.screen_distort_corner();
options->round_corner = winoptions.screen_round_corner();
options->smooth_border = winoptions.screen_smooth_border();
options->reflection = winoptions.screen_reflection();
@@ -989,7 +991,9 @@ int shaders::create_resources(bool reset, std::vector<ui_menu_item>& sliders)
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING);
- distortion_effect->add_uniform("CurvatureAmount", uniform::UT_FLOAT, uniform::CU_POST_CURVATURE);
+ distortion_effect->add_uniform("DistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORTION);
+ distortion_effect->add_uniform("CubicDistortionAmount", uniform::UT_FLOAT, uniform::CU_POST_CUBIC_DISTORTION);
+ distortion_effect->add_uniform("DistortCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_DISTORT_CORNER);
distortion_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER);
distortion_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER);
distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION);
@@ -1496,7 +1500,9 @@ int shaders::distortion_pass(d3d_render_target *rt, int source_index, poly_info
// skip distortion if no influencing settings
if (options->reflection == 0 &&
options->vignetting == 0 &&
- options->curvature == 0 &&
+ options->distortion == 0 &&
+ options->cubic_distortion == 0 &&
+ options->distort_corner == 0 &&
options->round_corner == 0 &&
options->smooth_border == 0)
{
@@ -2277,7 +2283,9 @@ enum slider_option
SLIDER_SHADOW_MASK_V_SIZE,
SLIDER_SHADOW_MASK_U_OFFSET,
SLIDER_SHADOW_MASK_V_OFFSET,
- SLIDER_CURVATURE,
+ SLIDER_DISTORTION,
+ SLIDER_CUBIC_DISTORTION,
+ SLIDER_DISTORT_CORNER,
SLIDER_ROUND_CORNER,
SLIDER_SMOOTH_BORDER,
SLIDER_REFLECTION,
@@ -2352,7 +2360,9 @@ slider_desc shaders::s_sliders[] =
{ "Shadow Mask Pixel Count Y", 1, 1, 64, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_V_SIZE, 0.03125f, "%2.5f", {} },
{ "Shadow Mask Offset X", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_U_OFFSET, 0.01f, "%1.2f", {} },
{ "Shadow Mask Offset Y", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SHADOW_MASK_V_OFFSET, 0.01f, "%1.2f", {} },
- { "Screen Curvature", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_CURVATURE, 0.01f, "%2.2f", {} },
+ { "Screen Distortion", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_DISTORTION, 0.01f, "%2.2f", {} },
+ { "Screen Distortion (Cubic)", -100, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_CUBIC_DISTORTION, 0.01f, "%2.2f", {} },
+ { "Screen Distort Corner", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_DISTORT_CORNER, 0.01f, "%1.2f", {} },
{ "Screen Round Corner", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_ROUND_CORNER, 0.01f, "%1.2f", {} },
{ "Screen Smooth Border", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_SMOOTH_BORDER, 0.01f, "%1.2f", {} },
{ "Screen Reflection", 0, 0, 100, 1, SLIDER_FLOAT, SLIDER_SCREEN_TYPE_ANY, SLIDER_REFLECTION, 0.01f, "%1.2f", {} },
@@ -2421,7 +2431,9 @@ void *shaders::get_slider_option(int id, int index)
case SLIDER_SHADOW_MASK_V_SIZE: return &(options->shadow_mask_v_size);
case SLIDER_SHADOW_MASK_U_OFFSET: return &(options->shadow_mask_u_offset);
case SLIDER_SHADOW_MASK_V_OFFSET: return &(options->shadow_mask_v_offset);
- case SLIDER_CURVATURE: return &(options->curvature);
+ case SLIDER_DISTORTION: return &(options->distortion);
+ case SLIDER_CUBIC_DISTORTION: return &(options->cubic_distortion);
+ case SLIDER_DISTORT_CORNER: return &(options->distort_corner);
case SLIDER_ROUND_CORNER: return &(options->round_corner);
case SLIDER_SMOOTH_BORDER: return &(options->smooth_border);
case SLIDER_REFLECTION: return &(options->reflection);
@@ -2756,8 +2768,14 @@ void uniform::update()
case CU_POST_VIGNETTING:
m_shader->set_float("VignettingAmount", options->vignetting);
break;
- case CU_POST_CURVATURE:
- m_shader->set_float("CurvatureAmount", options->curvature);
+ case CU_POST_DISTORTION:
+ m_shader->set_float("DistortionAmount", options->distortion);
+ break;
+ case CU_POST_CUBIC_DISTORTION:
+ m_shader->set_float("CubicDistortionAmount", options->cubic_distortion);
+ break;
+ case CU_POST_DISTORT_CORNER:
+ m_shader->set_float("DistortCornerAmount", options->distort_corner);
break;
case CU_POST_ROUND_CORNER:
m_shader->set_float("RoundCornerAmount", options->round_corner);