2024-07-30 11:42:36 +00:00
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// SPDX-FileCopyrightText: 2002-2024 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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2023-07-20 13:23:09 +00:00
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2021-10-21 08:45:27 +00:00
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec4 a_pos;
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layout(location = 1) in vec2 a_tex;
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layout(location = 0) out vec2 v_tex;
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void main()
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{
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gl_Position = vec4(a_pos.x, -a_pos.y, a_pos.z, a_pos.w);
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v_tex = a_tex;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vec2 v_tex;
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layout(location = 0) out vec4 o_col0;
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layout(push_constant) uniform cb10
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{
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vec4 BGColor;
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};
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layout(set = 0, binding = 0) uniform sampler2D samp0;
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void ps_main0()
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{
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vec4 c = texture(samp0, v_tex);
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// Note: clamping will be done by fixed unit
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c.a *= 2.0f;
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o_col0 = c;
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}
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void ps_main1()
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{
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vec4 c = texture(samp0, v_tex);
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c.a = BGColor.a;
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o_col0 = c;
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}
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#endif
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