mirror of https://github.com/PCSX2/pcsx2.git
93 lines
2.6 KiB
C
93 lines
2.6 KiB
C
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/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This file was generated by glsl2h.pl script
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#include "stdafx.h"
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extern const char* interlace_glsl =
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"//#version 420 // Keep it for editor detection\n"
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"\n"
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"struct vertex_basic\n"
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"{\n"
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" vec4 p;\n"
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" vec2 t;\n"
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"};\n"
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"\n"
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"#ifdef FRAGMENT_SHADER\n"
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"layout(location = 0) in vertex_basic PSin;\n"
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"\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"layout(std140) uniform cb11\n"
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"#else\n"
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"layout(std140, binding = 11) uniform cb11\n"
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"#endif\n"
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"{\n"
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" vec2 ZrH;\n"
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" float hH;\n"
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"};\n"
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"\n"
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"layout(binding = 0) uniform sampler2D TextureSampler;\n"
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"\n"
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"// TODO ensure that clip (discard) is < 0 and not <= 0 ???\n"
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"void ps_main0()\n"
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"{\n"
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" // I'm not sure it impact us but be safe to lookup texture before conditional if\n"
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" // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control\n"
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" vec4 c = texture(TextureSampler, PSin.t);\n"
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" if (fract(PSin.t.y * hH) - 0.5 < 0.0)\n"
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" discard;\n"
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"\n"
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" SV_Target0 = c;\n"
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"}\n"
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"\n"
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"void ps_main1()\n"
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"{\n"
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" // I'm not sure it impact us but be safe to lookup texture before conditional if\n"
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" // see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control\n"
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" vec4 c = texture(TextureSampler, PSin.t);\n"
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" if (0.5 - fract(PSin.t.y * hH) < 0.0)\n"
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" discard;\n"
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"\n"
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" SV_Target0 = c;\n"
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"}\n"
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"\n"
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"void ps_main2()\n"
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"{\n"
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" vec4 c0 = texture(TextureSampler, PSin.t - ZrH);\n"
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" vec4 c1 = texture(TextureSampler, PSin.t);\n"
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" vec4 c2 = texture(TextureSampler, PSin.t + ZrH);\n"
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"\n"
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" SV_Target0 = (c0 + c1 * 2 + c2) / 4;\n"
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"}\n"
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"\n"
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"void ps_main3()\n"
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"{\n"
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" SV_Target0 = texture(TextureSampler, PSin.t);\n"
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"}\n"
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"\n"
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"#endif\n"
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;
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