pcsx2/plugins/GSdx/res/glsl/tfx_fs.glsl

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//#version 420 // Keep it for text editor detection
// Require for bit operation
//#extension GL_ARB_gpu_shader5 : enable
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
#define FMT_PAL 4 /* flag bit */
// APITRACE_DEBUG allows to force pixel output to easily detect
// the fragment computed by primitive
#define APITRACE_DEBUG 0
// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
// to detect bad sampling due to upscaling
//#define TEX_COORD_DEBUG
// Just copy directly the texture coordinate
#ifdef TEX_COORD_DEBUG
#define PS_TFX 1
#define PS_TCC 1
#endif
// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
// And I say this as an ATI user.
#define ATI_SUCKS 0
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
#ifdef FRAGMENT_SHADER
in SHADER
{
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vec4 t;
vec4 c;
flat vec4 fc;
} PSin;
#define PSin_t (PSin.t)
#define PSin_c (PSin.c)
#define PSin_fc (PSin.fc)
// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) out vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(binding = 1) uniform sampler2D PaletteSampler;
layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
#ifndef DISABLE_GL42_image
#if PS_DATE > 0
// FIXME how to declare memory access
layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
// Don't enable it. Discard fragment can still write in the depth buffer
// it breaks shadow in Shin Megami Tensei Nocturne
//layout(early_fragment_tests) in;
// I don't remember why I set this parameter but it is surely useless
//layout(pixel_center_integer) in vec4 gl_FragCoord;
#endif
#else
// use basic stencil
#endif
layout(std140, binding = 21) uniform cb21
{
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vec3 FogColor;
float AREF;
vec4 WH;
vec2 MinF;
vec2 TA;
uvec4 MskFix;
uvec4 FbMask;
vec3 _not_yet_used;
float Af;
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vec4 HalfTexel;
vec4 MinMax;
vec2 TC_OffsetHack;
};
vec4 sample_c(vec2 uv)
{
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// FIXME: check the issue on openGL
#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
#endif
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return texture(TextureSampler, uv);
}
vec4 sample_p(uint idx)
{
return texelFetch(PaletteSampler, ivec2(idx, 0u), 0);
}
vec4 wrapuv(vec4 uv)
{
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vec4 uv_out = uv;
#if PS_WMS == PS_WMT
#if PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
#elif PS_WMS == 3
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uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
#endif
#else // PS_WMS != PS_WMT
#if PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
#elif PS_WMS == 3
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uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
#endif
#if PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
#elif PS_WMT == 3
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uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
#endif
#endif
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return uv_out;
}
vec2 clampuv(vec2 uv)
{
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vec2 uv_out = uv;
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#if (PS_WMS == 2) && (PS_WMT == 2)
uv_out = clamp(uv, MinF, MinMax.zw);
#elif PS_WMS == 2
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uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
#elif PS_WMT == 2
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uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
#endif
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return uv_out;
}
mat4 sample_4c(vec4 uv)
{
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mat4 c;
// Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod
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c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
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return c;
}
uvec4 sample_4_index(vec4 uv)
{
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vec4 c;
// Either GSdx will send a texture that contains a single channel
// in this case the red channel is remapped as alpha channel
//
// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
// Note: texture gather can't be used because of special clamping/wrapping
// Also it doesn't support lod
c.x = sample_c(uv.xy).a;
c.y = sample_c(uv.zy).a;
c.z = sample_c(uv.xw).a;
c.w = sample_c(uv.zw).a;
uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
#if PS_IFMT == 1
// 4HH
return i >> 4u;
#elif PS_IFMT == 2
// 4HL
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return i & 0xFu;
#else
// 8 bits
return i;
#endif
}
mat4 sample_4p(uvec4 u)
{
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mat4 c;
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c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
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return c;
}
vec4 sample_color(vec2 st, float q)
{
//FIXME: maybe we can set gl_Position.w = q in VS
#if (PS_FST == 0)
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st /= q;
#endif
#if (PS_TCOFFSETHACK == 1)
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st += TC_OffsetHack.xy;
#endif
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vec4 t;
mat4 c;
vec2 dd;
#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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c[0] = sample_c(clampuv(st));
#ifdef TEX_COORD_DEBUG
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c[0].rg = clampuv(st).xy;
#endif
#else
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vec4 uv;
if(PS_LTF != 0)
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
}
else
{
uv = st.xyxy;
}
uv = wrapuv(uv);
if((PS_FMT & FMT_PAL) != 0)
{
c = sample_4p(sample_4_index(uv));
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}
else
{
c = sample_4c(uv);
}
#ifdef TEX_COORD_DEBUG
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c[0].rg = uv.xy;
c[1].rg = uv.xy;
c[2].rg = uv.xy;
c[3].rg = uv.xy;
#endif
#endif
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// PERF: see the impact of the exansion before/after the interpolation
for (int i = 0; i < 4; i++)
{
// PERF note: using dot produce reduces by 1 the number of instruction
// but I'm not it is equivalent neither faster.
//float sum = dot(c[i].rgb, vec3(1.0f));
#if ((PS_FMT & ~FMT_PAL) == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
#endif
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}
#if(PS_LTF != 0)
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t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
#else
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t = c[0];
#endif
// The 0.05f helps to fix the overbloom of sotc
// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
// interpolation could be slightly below the correct one.
return trunc(t * 255.0f + 0.05f);
}
vec4 tfx(vec4 T, vec4 C)
{
vec4 C_out;
vec4 FxT = trunc(trunc(C) * T / 128.0f);
#if (PS_TFX == 0)
C_out = FxT;
#elif (PS_TFX == 1)
C_out = T;
#elif (PS_TFX == 2)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a + C.a;
#elif (PS_TFX == 3)
C_out.rgb = FxT.rgb + C.a;
C_out.a = T.a;
#else
C_out = C;
#endif
#if (PS_TCC == 0)
C_out.a = C.a;
#endif
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
// Clamp only when it is useful
C_out = min(C_out, 255.0f);
#endif
return C_out;
}
void atst(vec4 C)
{
// FIXME use integer cmp
float a = C.a;
#if (PS_ATST == 0) // never
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discard;
#elif (PS_ATST == 1) // always
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// nothing to do
#elif (PS_ATST == 2) // l
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if ((AREF - a - 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 3 ) // le
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if ((AREF - a + 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 4) // e
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if ((0.5f - abs(a - AREF)) < 0.0f)
discard;
#elif (PS_ATST == 5) // ge
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if ((a-AREF + 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 6) // g
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if ((a-AREF - 0.5f) < 0.0f)
discard;
#elif (PS_ATST == 7) // ne
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if ((abs(a - AREF) - 0.5f) < 0.0f)
discard;
#endif
}
void fog(inout vec4 C, float f)
{
#if PS_FOG != 0
C.rgb = trunc(mix(FogColor, C.rgb, f));
#endif
}
vec4 ps_color()
{
vec4 T = sample_color(PSin_t.xy, PSin_t.w);
#if PS_IIP == 1
vec4 C = tfx(T, PSin_c);
#else
vec4 C = tfx(T, PSin_fc);
#endif
atst(C);
fog(C, PSin_t.z);
#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
C.rgb = vec3(255.0f);
#endif
return C;
}
void ps_fbmask(inout vec4 C)
{
// FIXME do I need special case for 16 bits
#if PS_FBMASK
vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
#endif
}
void ps_blend(inout vec4 Color, float As)
{
#if SW_BLEND
vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
#if PS_DFMT == FMT_24
float Ad = 1.0f;
#else
// FIXME FMT_16 case
// FIXME Ad or Ad * 2?
float Ad = RT.a / 128.0f;
#endif
// Let the compiler do its jobs !
vec3 Cd = RT.rgb;
vec3 Cs = Color.rgb;
#if PS_BLEND_A == 0
vec3 A = Cs;
#elif PS_BLEND_A == 1
vec3 A = Cd;
#else
vec3 A = vec3(0.0f);
#endif
#if PS_BLEND_B == 0
vec3 B = Cs;
#elif PS_BLEND_B == 1
vec3 B = Cd;
#else
vec3 B = vec3(0.0f);
#endif
#if PS_BLEND_C == 0
float C = As;
#elif PS_BLEND_C == 1
float C = Ad;
#else
float C = Af;
#endif
#if PS_BLEND_D == 0
vec3 D = Cs;
#elif PS_BLEND_D == 1
vec3 D = Cd;
#else
vec3 D = vec3(0.0f);
#endif
#if PS_BLEND_A == PS_BLEND_B
Color.rgb = D;
#else
Color.rgb = trunc((A - B) * C + D);
#endif
// FIXME dithering
// Correct the Color value based on the output format
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#if PS_COLCLIP == 0
// Standard Clamp
Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
#endif
// FIXME rouding of negative float?
// compiler uses trunc but it might need floor
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
// GS: Color = 1, Alpha = 255 => output 1
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
#if PS_DFMT == FMT_16
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
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#elif PS_COLCLIP == 1
Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
#endif
#endif
}
void ps_main()
{
#if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image)
#if PS_WRITE_RG == 1
// Pseudo 16 bits access.
float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g;
#else
float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;
#endif
#if (PS_DATE & 3) == 1
// DATM == 0: Pixel with alpha equal to 1 will failed
bool bad = (127.5f / 255.0f) < rt_a;
#elif (PS_DATE & 3) == 2
// DATM == 1: Pixel with alpha equal to 0 will failed
bool bad = rt_a < (127.5f / 255.0f);
#endif
if (bad) {
#if PS_DATE >= 5
discard;
#else
imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
return;
#endif
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}
#endif
#if PS_DATE == 3 && !defined(DISABLE_GL42_image)
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int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r;
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
// the bad alpha value so we must keep it.
if (gl_PrimitiveID > stencil_ceil) {
discard;
}
#endif
vec4 C = ps_color();
#if (APITRACE_DEBUG & 1) == 1
C.r = 255f;
#endif
#if (APITRACE_DEBUG & 2) == 2
C.g = 255f;
#endif
#if (APITRACE_DEBUG & 4) == 4
C.b = 255f;
#endif
#if (APITRACE_DEBUG & 8) == 8
C.a = 128f;
#endif
#if PS_SHUFFLE
uvec4 denorm_c = uvec4(C);
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
// Write RB part. Mask will take care of the correct destination
#if PS_READ_BA
C.rb = C.bb;
#else
C.rb = C.rr;
#endif
// FIXME precompute my_TA & 0x80
// Write GA part. Mask will take care of the correct destination
// Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n"
// However Nvidia emulate it with an if (at least on kepler arch) ...\n"
#if PS_READ_BA
// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
// uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;
// denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);
// c.ga = vec2(float(denorm_c.a));
if (bool(denorm_c.a & 0x80u))
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
else
C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
#else
if (bool(denorm_c.g & 0x80u))
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
else
C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
// Nice idea but step/mix requires 4 instructions
// set / trunc / I2F / Mad
//
// float sel = step(128.0f, c.g);
// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
#endif
#endif
// Must be done before alpha correction
float alpha_blend = C.a / 128.0f;
// Correct the ALPHA value based on the output format
#if (PS_DFMT == FMT_16)
float A_one = 128.0f; // alpha output will be 0x80
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
if(C.a < 128.0f) C.a += 128.0f;
#endif
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// Get first primitive that will write a failling alpha value
#if PS_DATE == 1 && !defined(DISABLE_GL42_image)
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// DATM == 0
// Pixel with alpha equal to 1 will failed (128-255)
if (C.a > 127.5f) {
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imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
return;
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}
#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)
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// DATM == 1
// Pixel with alpha equal to 0 will failed (0-127)
if (C.a < 127.5f) {
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imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
return;
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}
#endif
ps_blend(C, alpha_blend);
ps_fbmask(C);
#if PS_HDR == 1
// Use negative value to avoid overflow of the texture (in accumulation mode)
// Note: code were initially done for an Half-Float texture. Due to overflow
// the texture was upgraded to a full float. Maybe this code is useless now!
// Good testcase is castlevania
if (any(greaterThan(C.rgb, vec3(128.0f)))) {
C.rgb = (C.rgb - 256.0f);
}
#endif
SV_Target0 = C / 255.0f;
SV_Target1 = vec4(alpha_blend);
}
#endif