2009-06-19 20:24:18 +00:00
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#if SHADER_MODEL >= 0x400
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_PRIM 0
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#endif
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#ifndef GS_IIP
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#define GS_IIP 0
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#define GS_PRIM 3
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 3
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#define PS_WMT 3
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#define PS_BPP 0
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATE 0
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#define PS_ATST 4
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_FBA 0
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#define PS_AOUT 0
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#define PS_LTF 1
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#endif
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struct VS_INPUT
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{
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uint2 p : POSITION0;
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uint z : POSITION1;
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float2 t : TEXCOORD0;
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float q : TEXCOORD1;
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float4 c : COLOR0;
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float4 t : TEXCOORD0;
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float4 c : COLOR0;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float4 t : TEXCOORD0;
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float4 c : COLOR0;
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};
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struct PS_OUTPUT
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{
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float4 c0 : SV_Target0;
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float4 c1 : SV_Target1;
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};
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Texture2D<float4> Texture;
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Texture2D<float> Palette;
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SamplerState TextureSampler;
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SamplerState PaletteSampler;
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cbuffer cb0
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{
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float4 VertexScale;
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float4 VertexOffset;
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float2 TextureScale;
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};
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cbuffer cb1
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{
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float3 FogColor;
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float AREF;
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float4 HalfTexel;
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float2 WH;
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float2 TA;
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float4 MinMax;
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float4 MinMaxF;
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uint4 MskFix;
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};
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#elif SHADER_MODEL <= 0x300
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_LOGZ 1
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 3
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#define PS_WMT 3
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#define PS_BPP 0
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATE 0
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#define PS_ATST 4
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_RT 0
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#define PS_LTF 0
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#endif
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struct VS_INPUT
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{
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float4 p : POSITION0;
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float2 t : TEXCOORD0;
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float4 c : COLOR0;
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : POSITION;
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float4 t : TEXCOORD0;
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float4 c : COLOR0;
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};
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struct PS_INPUT
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{
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float4 t : TEXCOORD0;
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float4 c : COLOR0;
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};
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sampler Texture : register(s0);
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sampler1D Palette : register(s1);
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sampler1D UMSKFIX : register(s2);
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sampler1D VMSKFIX : register(s3);
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float4 vs_params[3];
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#define VertexScale vs_params[0]
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#define VertexOffset vs_params[1]
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#define TextureScale vs_params[2].xy
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float4 ps_params[5];
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#define FogColor ps_params[0].bgr
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#define AREF ps_params[0].a
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#define HalfTexel ps_params[1]
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#define WH ps_params[2].xy
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#define TA0 ps_params[2].z
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#define TA1 ps_params[2].w
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#define MinMax ps_params[3]
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#define MinMaxF ps_params[4]
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#endif
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float4 wrapuv(float4 uv)
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{
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if(PS_WMS == PS_WMT)
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{
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if(PS_WMS == 0)
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{
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uv = frac(uv);
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}
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else if(PS_WMS == 1)
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{
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uv = saturate(uv);
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}
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else if(PS_WMS == 2)
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{
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uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv = (float4)(((int4)(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.z = tex1D(UMSKFIX, uv.z);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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else
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{
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if(PS_WMS == 0)
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{
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uv.xz = frac(uv.xz);
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}
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else if(PS_WMS == 1)
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{
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uv.xz = saturate(uv.xz);
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}
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else if(PS_WMS == 2)
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{
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uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv.xz = (float2)(((int2)(uv * WH.xyxy).xz & MskFix.xx) | MskFix.zz) / WH;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.z = tex1D(UMSKFIX, uv.z);
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#endif
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}
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if(PS_WMT == 0)
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{
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uv.yw = frac(uv.yw);
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}
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else if(PS_WMT == 1)
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{
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uv.yw = saturate(uv.yw);
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}
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else if(PS_WMT == 2)
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{
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uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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}
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else if(PS_WMT == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv.yw = (float2)(((int2)(uv * WH.xyxy).yw & MskFix.yy) | MskFix.ww) / WH;
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#elif SHADER_MODEL <= 0x300
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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return uv;
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}
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float2 clampuv(float2 uv)
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{
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if(PS_WMS == 2 && PS_WMT == 2)
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{
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uv = clamp(uv, MinMaxF.xy, MinMaxF.zw);
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}
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else if(PS_WMS == 2)
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{
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uv.x = clamp(uv.x, MinMaxF.x, MinMaxF.z);
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}
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else if(PS_WMT == 2)
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{
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uv.y = clamp(uv.y, MinMaxF.y, MinMaxF.w);
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}
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return uv;
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}
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float4 tfx(float4 t, float4 c)
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{
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if(PS_TFX == 0)
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{
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if(PS_TCC == 0)
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{
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c.rgb = c.rgb * t.rgb * 255.0f / 128;
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}
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else
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{
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c = c * t * 255.0f / 128;
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}
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}
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else if(PS_TFX == 1)
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{
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if(PS_TCC == 0)
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{
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c.rgb = t.rgb;
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}
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else
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{
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c = t;
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}
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}
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else if(PS_TFX == 2)
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{
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c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC == 1)
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{
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c.a += t.a;
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}
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}
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else if(PS_TFX == 3)
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{
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c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC == 1)
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{
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c.a = t.a;
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}
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}
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return saturate(c);
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}
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void atst(float4 c)
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{
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if(PS_ATE == 1)
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{
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if(PS_ATST == 0)
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{
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discard;
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}
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else if(PS_ATST == 2 || PS_ATST == 3) // l, le
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{
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clip(AREF - c.a);
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}
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else if(PS_ATST == 4) // e
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{
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clip(0.6f / 255 - abs(c.a - AREF)); // FIXME: 0.5f is too small
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}
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else if(PS_ATST == 5 || PS_ATST == 6) // ge, g
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{
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clip(c.a - AREF);
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}
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else if(PS_ATST == 7) // ne
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{
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clip(abs(c.a - AREF) - 0.4f / 255); // FIXME: 0.5f is too much
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}
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}
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}
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float4 fog(float4 c, float f)
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{
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if(PS_FOG == 1)
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{
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c.rgb = lerp(FogColor, c.rgb, f);
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}
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return c;
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}
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#if SHADER_MODEL >= 0x400
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_BPPZ == 1) // 24
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{
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input.z = input.z & 0xffffff;
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}
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else if(VS_BPPZ == 2) // 16
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{
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input.z = input.z & 0xffff;
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}
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2009-06-23 04:12:32 +00:00
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if(VS_PRIM == 3) // sprite
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2009-06-19 20:24:18 +00:00
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{
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//input.p.xy = (input.p.xy + 15) & ~15; // HACK
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}
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VS_OUTPUT output;
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// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
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output.p = p * VertexScale - VertexOffset;
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if(VS_TME == 1)
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{
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if(VS_FST == 1)
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{
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output.t.xy = input.t * TextureScale;
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output.t.w = 1.0f;
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}
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else
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{
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output.t.xy = input.t;
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output.t.w = input.q;
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}
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}
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else
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{
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output.t.xy = 0;
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output.t.w = 1.0f;
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}
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output.c = input.c;
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output.t.z = input.f.a;
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return output;
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}
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#if GS_PRIM == 0
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[maxvertexcount(1)]
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void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
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{
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stream.Append(input[0]);
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}
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#elif GS_PRIM == 1
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[maxvertexcount(2)]
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void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
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{
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#if GS_IIP == 0
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input[0].c = input[1].c;
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#endif
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|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif GS_PRIM == 2
|
|
|
|
|
|
|
|
[maxvertexcount(3)]
|
|
|
|
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
#if GS_IIP == 0
|
|
|
|
input[0].c = input[2].c;
|
|
|
|
input[1].c = input[2].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
stream.Append(input[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif GS_PRIM == 3
|
|
|
|
|
|
|
|
[maxvertexcount(4)]
|
|
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
input[0].p.z = input[1].p.z;
|
|
|
|
input[0].t.zw = input[1].t.zw;
|
|
|
|
|
|
|
|
#if GS_IIP == 0
|
|
|
|
input[0].c = input[1].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
VS_OUTPUT lb = input[1];
|
|
|
|
|
|
|
|
lb.p.x = input[0].p.x;
|
|
|
|
lb.t.x = input[0].t.x;
|
|
|
|
|
|
|
|
VS_OUTPUT rt = input[1];
|
|
|
|
|
|
|
|
rt.p.y = input[0].p.y;
|
|
|
|
rt.t.y = input[0].t.y;
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(lb);
|
|
|
|
stream.Append(rt);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
float4 sample(float2 tc, float w)
|
|
|
|
{
|
|
|
|
if(PS_FST == 0)
|
|
|
|
{
|
|
|
|
tc /= w;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 t;
|
|
|
|
/*
|
|
|
|
if(PS_BPP < 3 && PS_WMS < 2 && PS_WMT < 2)
|
|
|
|
{
|
|
|
|
t = Texture.Sample(TextureSampler, tc);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
if(PS_BPP < 3 && PS_WMS < 3 && PS_WMT < 3)
|
|
|
|
{
|
|
|
|
t = Texture.Sample(TextureSampler, clampuv(tc));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float w, h;
|
|
|
|
Texture.GetDimensions(w, h);
|
|
|
|
|
|
|
|
float4 uv2 = tc.xyxy + HalfTexel;
|
|
|
|
float2 dd = frac(uv2.xy * float2(w, h));
|
|
|
|
float4 uv = wrapuv(uv2);
|
|
|
|
|
|
|
|
float4 t00, t01, t10, t11;
|
|
|
|
|
|
|
|
if(PS_BPP == 3) // 8HP
|
|
|
|
{
|
|
|
|
float4 a;
|
|
|
|
|
|
|
|
a.x = Texture.Sample(TextureSampler, uv.xy).a;
|
|
|
|
a.y = Texture.Sample(TextureSampler, uv.zy).a;
|
|
|
|
a.z = Texture.Sample(TextureSampler, uv.xw).a;
|
|
|
|
a.w = Texture.Sample(TextureSampler, uv.zw).a;
|
|
|
|
|
|
|
|
t00 = Palette.Sample(PaletteSampler, a.x);
|
|
|
|
t01 = Palette.Sample(PaletteSampler, a.y);
|
|
|
|
t10 = Palette.Sample(PaletteSampler, a.z);
|
|
|
|
t11 = Palette.Sample(PaletteSampler, a.w);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t00 = Texture.Sample(TextureSampler, uv.xy);
|
|
|
|
t01 = Texture.Sample(TextureSampler, uv.zy);
|
|
|
|
t10 = Texture.Sample(TextureSampler, uv.xw);
|
|
|
|
t11 = Texture.Sample(TextureSampler, uv.zw);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PS_LTF)
|
|
|
|
{
|
|
|
|
t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t = t00;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PS_BPP == 1) // 24
|
|
|
|
{
|
|
|
|
t.a = PS_AEM == 0 || any(t.rgb) ? TA.x : 0;
|
|
|
|
}
|
|
|
|
else if(PS_BPP == 2) // 16
|
|
|
|
{
|
|
|
|
// a bit incompatible with up-scaling because the 1 bit alpha is interpolated
|
|
|
|
|
|
|
|
t.a = t.a >= 0.5 ? TA.y : PS_AEM == 0 || any(t.rgb) ? TA.x : 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
|
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
|
|
{
|
|
|
|
float4 t = sample(input.t.xy, input.t.w);
|
|
|
|
|
|
|
|
float4 c = tfx(t, input.c);
|
|
|
|
|
|
|
|
atst(c);
|
|
|
|
|
|
|
|
c = fog(c, input.t.z);
|
|
|
|
|
|
|
|
if(PS_CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes
|
|
|
|
{
|
|
|
|
c.rgb = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
PS_OUTPUT output;
|
|
|
|
|
|
|
|
output.c1 = c.a * 2; // used for alpha blending
|
|
|
|
|
|
|
|
if(PS_AOUT == 1) // 16 bit output
|
|
|
|
{
|
|
|
|
float a = 128.0f / 255; // alpha output will be 0x80
|
|
|
|
|
|
|
|
c.a = PS_FBA == 1 ? a : step(0.5, c.a) * a;
|
|
|
|
}
|
|
|
|
else if(PS_FBA == 1)
|
|
|
|
{
|
|
|
|
if(c.a < 0.5) c.a += 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
output.c0 = c;
|
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif SHADER_MODEL <= 0x300
|
|
|
|
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
|
|
{
|
|
|
|
if(VS_BPPZ == 1) // 24
|
|
|
|
{
|
|
|
|
input.p.z = fmod(input.p.z, 0x1000000);
|
|
|
|
}
|
|
|
|
else if(VS_BPPZ == 2) // 16
|
|
|
|
{
|
|
|
|
input.p.z = fmod(input.p.z, 0x10000);
|
|
|
|
}
|
|
|
|
|
|
|
|
VS_OUTPUT output;
|
|
|
|
|
|
|
|
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
|
|
|
|
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
|
|
|
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
|
|
|
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
|
|
|
|
|
|
|
float4 p = input.p - float4(0.05f, 0.05f, 0, 0);
|
|
|
|
|
|
|
|
output.p = p * VertexScale - VertexOffset;
|
|
|
|
|
|
|
|
if(VS_LOGZ == 1)
|
|
|
|
{
|
|
|
|
output.p.z = log2(1.0f + input.p.z) / 32;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(VS_TME == 1)
|
|
|
|
{
|
|
|
|
if(VS_FST == 1)
|
|
|
|
{
|
|
|
|
output.t.xy = input.t * TextureScale;
|
|
|
|
output.t.w = 1.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
output.t.xy = input.t;
|
|
|
|
output.t.w = input.p.w;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
output.t.xy = 0;
|
|
|
|
output.t.w = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
output.c = input.c;
|
|
|
|
output.t.z = input.f.a;
|
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 sample(float2 tc, float w)
|
|
|
|
{
|
|
|
|
if(PS_FST == 0)
|
|
|
|
{
|
|
|
|
tc /= w;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 t;
|
|
|
|
/*
|
|
|
|
if(PS_BPP < 3 && PS_WMS < 2 && PS_WMT < 2)
|
|
|
|
{
|
|
|
|
t = tex2D(Texture, tc);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
if(PS_BPP < 3 && PS_WMS < 3 && PS_WMT < 3)
|
|
|
|
{
|
|
|
|
t = tex2D(Texture, clampuv(tc));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float4 uv2 = tc.xyxy + HalfTexel;
|
|
|
|
float2 dd = frac(uv2.xy * WH);
|
|
|
|
float4 uv = wrapuv(uv2);
|
|
|
|
|
|
|
|
float4 t00, t01, t10, t11;
|
|
|
|
|
|
|
|
if(PS_BPP == 3) // 8HP
|
|
|
|
{
|
|
|
|
float4 a;
|
|
|
|
|
|
|
|
a.x = tex2D(Texture, uv.xy).a;
|
|
|
|
a.y = tex2D(Texture, uv.zy).a;
|
|
|
|
a.z = tex2D(Texture, uv.xw).a;
|
|
|
|
a.w = tex2D(Texture, uv.zw).a;
|
|
|
|
|
|
|
|
if(PS_RT == 1) a *= 0.5;
|
|
|
|
|
|
|
|
t00 = tex1D(Palette, a.x);
|
|
|
|
t01 = tex1D(Palette, a.y);
|
|
|
|
t10 = tex1D(Palette, a.z);
|
|
|
|
t11 = tex1D(Palette, a.w);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t00 = tex2D(Texture, uv.xy);
|
|
|
|
t01 = tex2D(Texture, uv.zy);
|
|
|
|
t10 = tex2D(Texture, uv.xw);
|
|
|
|
t11 = tex2D(Texture, uv.zw);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PS_LTF)
|
|
|
|
{
|
|
|
|
t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t = t00;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PS_BPP == 0) // 32
|
|
|
|
{
|
|
|
|
if(PS_RT == 1) t.a *= 0.5;
|
|
|
|
}
|
|
|
|
else if(PS_BPP == 1) // 24
|
|
|
|
{
|
|
|
|
t.a = PS_AEM == 0 || any(t.rgb) ? TA0 : 0;
|
|
|
|
}
|
|
|
|
else if(PS_BPP == 2) // 16
|
|
|
|
{
|
|
|
|
// a bit incompatible with up-scaling because the 1 bit alpha is interpolated
|
|
|
|
|
|
|
|
t.a = t.a >= 0.5 ? TA1 : PS_AEM == 0 || any(t.rgb) ? TA0 : 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 ps_main(PS_INPUT input) : COLOR
|
|
|
|
{
|
|
|
|
float4 t = sample(input.t.xy, input.t.w);
|
|
|
|
|
|
|
|
float4 c = tfx(t, input.c);
|
|
|
|
|
|
|
|
atst(c);
|
|
|
|
|
|
|
|
c = fog(c, input.t.z);
|
|
|
|
|
|
|
|
if(PS_CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes
|
|
|
|
{
|
|
|
|
c.rgb = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
c.a *= 2;
|
|
|
|
|
|
|
|
return c;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|