pcsx2/plugins/GSdx/res/glsl/merge.glsl

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//#version 420 // Keep it for editor detection
struct vertex_basic
{
vec4 p;
vec2 t;
};
in SHADER
{
vec4 p;
vec2 t;
} PSin;
#define PSin_p (PSin.p)
#define PSin_t (PSin.t)
#ifdef FRAGMENT_SHADER
layout(location = 0) out vec4 SV_Target0;
layout(std140, binding = 10) uniform cb10
{
vec4 BGColor;
};
layout(binding = 0) uniform sampler2D TextureSampler;
void ps_main0()
{
vec4 c = texture(TextureSampler, PSin_t);
// Note: clamping will be done by fixed unit
c.a *= 2.0f;
SV_Target0 = c;
}
void ps_main1()
{
vec4 c = texture(TextureSampler, PSin_t);
c.a = BGColor.a;
SV_Target0 = c;
}
#endif