2011-03-25 05:06:49 +00:00
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// main ps2 memory, each pixel is stored in 32bit color
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uniform samplerRECT g_sMemory : register(s0);
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// per context pixel shader constants
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uniform half4 fTexAlpha2 : register(c2);
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uniform float4 g_fTexOffset : register(c4); // converts the page and block offsets into the mem addr/1024
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uniform float4 g_fTexDims : register(c6); // mult by tex dims when accessing the block texture
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uniform float4 g_fTexBlock : register(c8);
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uniform float4 g_fClampExts : register(c10); // if clamping the texture, use (minu, minv, maxu, maxv)
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uniform float4 TexWrapMode : register(c12); // 0 - repeat/clamp, 1 - region rep (use fRegRepMask)
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uniform float4 g_fRealTexDims : register(c14); // tex dims used for linear filtering (w,h,1/w,1/h)
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// (alpha0, alpha1, 1 if highlight2 and tcc is rgba, 1-y)
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uniform half4 g_fTestBlack : register(c16); // used for aem bit
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uniform float4 g_fPageOffset : register(c18);
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uniform half4 fTexAlpha : register(c20);
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// vertex shader constants
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uniform float4 g_fPosXY : register(c2);
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