mirror of https://github.com/PCSX2/pcsx2.git
88 lines
1.4 KiB
HLSL
88 lines
1.4 KiB
HLSL
|
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
||
|
|
||
|
#if SHADER_MODEL >= 0x400
|
||
|
|
||
|
Texture2D Texture;
|
||
|
SamplerState Sampler;
|
||
|
|
||
|
cbuffer cb0
|
||
|
{
|
||
|
float2 ZrH;
|
||
|
float hH;
|
||
|
};
|
||
|
|
||
|
struct PS_INPUT
|
||
|
{
|
||
|
float4 p : SV_Position;
|
||
|
float2 t : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
float4 ps_main0(PS_INPUT input) : SV_Target0
|
||
|
{
|
||
|
clip(frac(input.t.y * hH) - 0.5);
|
||
|
|
||
|
return Texture.Sample(Sampler, input.t);
|
||
|
}
|
||
|
|
||
|
float4 ps_main1(PS_INPUT input) : SV_Target0
|
||
|
{
|
||
|
clip(0.5 - frac(input.t.y * hH));
|
||
|
|
||
|
return Texture.Sample(Sampler, input.t);
|
||
|
}
|
||
|
|
||
|
float4 ps_main2(PS_INPUT input) : SV_Target0
|
||
|
{
|
||
|
float4 c0 = Texture.Sample(Sampler, input.t - ZrH);
|
||
|
float4 c1 = Texture.Sample(Sampler, input.t);
|
||
|
float4 c2 = Texture.Sample(Sampler, input.t + ZrH);
|
||
|
|
||
|
return (c0 + c1 * 2 + c2) / 4;
|
||
|
}
|
||
|
|
||
|
float4 ps_main3(PS_INPUT input) : SV_Target0
|
||
|
{
|
||
|
return Texture.Sample(Sampler, input.t);
|
||
|
}
|
||
|
|
||
|
#elif SHADER_MODEL <= 0x300
|
||
|
|
||
|
sampler s0 : register(s0);
|
||
|
|
||
|
float4 Params1 : register(c0);
|
||
|
|
||
|
#define ZrH (Params1.xy)
|
||
|
#define hH (Params1.z)
|
||
|
|
||
|
float4 ps_main0(float2 tex : TEXCOORD0) : COLOR
|
||
|
{
|
||
|
clip(frac(tex.y * hH) - 0.5);
|
||
|
|
||
|
return tex2D(s0, tex);
|
||
|
}
|
||
|
|
||
|
float4 ps_main1(float2 tex : TEXCOORD0) : COLOR
|
||
|
{
|
||
|
clip(0.5 - frac(tex.y * hH));
|
||
|
|
||
|
return tex2D(s0, tex);
|
||
|
}
|
||
|
|
||
|
float4 ps_main2(float2 tex : TEXCOORD0) : COLOR
|
||
|
{
|
||
|
float4 c0 = tex2D(s0, tex - ZrH);
|
||
|
float4 c1 = tex2D(s0, tex);
|
||
|
float4 c2 = tex2D(s0, tex + ZrH);
|
||
|
|
||
|
return (c0 + c1 * 2 + c2) / 4;
|
||
|
}
|
||
|
|
||
|
float4 ps_main3(float2 tex : TEXCOORD0) : COLOR
|
||
|
{
|
||
|
return tex2D(s0, tex);
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#endif
|