mirror of https://github.com/PCSX2/pcsx2.git
1185 lines
25 KiB
Plaintext
1185 lines
25 KiB
Plaintext
|
//////////////////////////////////////////////////////////////////////
|
||
|
// Vertex Shader
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#if defined(VERTEX_SHADER) || defined(GEOMETRY_SHADER)
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform cb0
|
||
|
{
|
||
|
vec2 VertexScale;
|
||
|
vec2 VertexOffset;
|
||
|
vec2 TextureScale;
|
||
|
vec2 TextureOffset;
|
||
|
vec2 PointSize;
|
||
|
uint MaxDepth;
|
||
|
uint pad_cb0;
|
||
|
};
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#ifdef VERTEX_SHADER
|
||
|
|
||
|
layout(location = 0) in vec2 a_st;
|
||
|
layout(location = 1) in uvec4 a_c;
|
||
|
layout(location = 2) in float a_q;
|
||
|
layout(location = 3) in uvec2 a_p;
|
||
|
layout(location = 4) in uint a_z;
|
||
|
layout(location = 5) in uvec2 a_uv;
|
||
|
layout(location = 6) in vec4 a_f;
|
||
|
|
||
|
layout(location = 0) out VSOutput
|
||
|
{
|
||
|
vec4 t;
|
||
|
vec4 ti;
|
||
|
|
||
|
#if VS_IIP != 0
|
||
|
vec4 c;
|
||
|
#else
|
||
|
flat vec4 c;
|
||
|
#endif
|
||
|
} vsOut;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Clamp to max depth, gs doesn't wrap
|
||
|
float z = min(a_z, MaxDepth);
|
||
|
|
||
|
// 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
|
||
|
|
||
|
gl_Position = vec4(a_p, z, 1.0f) - vec4(0.05f, 0.05f, 0, 0);
|
||
|
gl_Position.xy = gl_Position.xy * vec2(VertexScale.x, -VertexScale.y) - vec2(VertexOffset.x, -VertexOffset.y);
|
||
|
gl_Position.z *= exp2(-32.0f); // integer->float depth
|
||
|
gl_Position.y = -gl_Position.y;
|
||
|
|
||
|
#if VS_TME
|
||
|
vec2 uv = a_uv - TextureOffset;
|
||
|
vec2 st = a_st - TextureOffset;
|
||
|
|
||
|
// Integer nomalized
|
||
|
vsOut.ti.xy = uv * TextureScale;
|
||
|
|
||
|
#if VS_FST
|
||
|
// Integer integral
|
||
|
vsOut.ti.zw = uv;
|
||
|
#else
|
||
|
// float for post-processing in some games
|
||
|
vsOut.ti.zw = st / TextureScale;
|
||
|
#endif
|
||
|
|
||
|
// Float coords
|
||
|
vsOut.t.xy = st;
|
||
|
vsOut.t.w = a_q;
|
||
|
#else
|
||
|
vsOut.t = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||
|
vsOut.ti = vec4(0.0f);
|
||
|
#endif
|
||
|
|
||
|
#if VS_POINT_SIZE
|
||
|
gl_PointSize = float(VS_POINT_SIZE_VALUE);
|
||
|
#endif
|
||
|
|
||
|
vsOut.c = a_c;
|
||
|
vsOut.t.z = a_f.r;
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
#ifdef GEOMETRY_SHADER
|
||
|
|
||
|
layout(location = 0) in VSOutput
|
||
|
{
|
||
|
vec4 t;
|
||
|
vec4 ti;
|
||
|
#if GS_IIP != 0
|
||
|
vec4 c;
|
||
|
#else
|
||
|
flat vec4 c;
|
||
|
#endif
|
||
|
} gsIn[];
|
||
|
|
||
|
layout(location = 0) out GSOutput
|
||
|
{
|
||
|
vec4 t;
|
||
|
vec4 ti;
|
||
|
#if GS_IIP != 0
|
||
|
vec4 c;
|
||
|
#else
|
||
|
flat vec4 c;
|
||
|
#endif
|
||
|
} gsOut;
|
||
|
|
||
|
void WriteVertex(vec4 pos, vec4 t, vec4 ti, vec4 c)
|
||
|
{
|
||
|
gl_Position = pos;
|
||
|
gsOut.t = t;
|
||
|
gsOut.ti = ti;
|
||
|
gsOut.c = c;
|
||
|
EmitVertex();
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
// Geometry Shader
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#if GS_PRIM == 0 && GS_POINT == 0
|
||
|
|
||
|
layout(points) in;
|
||
|
layout(points, max_vertices = 1) out;
|
||
|
void main()
|
||
|
{
|
||
|
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#elif GS_PRIM == 0 && GS_POINT == 1
|
||
|
|
||
|
layout(points) in;
|
||
|
layout(triangle_strip, max_vertices = 4) out;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Transform a point to a NxN sprite
|
||
|
|
||
|
// Get new position
|
||
|
vec4 lt_p = gl_in[0].gl_Position;
|
||
|
vec4 rb_p = gl_in[0].gl_Position + vec4(PointSize.x, PointSize.y, 0.0f, 0.0f);
|
||
|
vec4 lb_p = rb_p;
|
||
|
vec4 rt_p = rb_p;
|
||
|
lb_p.x = lt_p.x;
|
||
|
rt_p.y = lt_p.y;
|
||
|
|
||
|
WriteVertex(lt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
WriteVertex(lb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
WriteVertex(rt_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
WriteVertex(rb_p, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#elif GS_PRIM == 1 && GS_LINE == 0
|
||
|
|
||
|
layout(lines) in;
|
||
|
layout(line_strip, max_vertices = 2) out;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
#if GS_IIP == 0
|
||
|
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[1].c);
|
||
|
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
|
||
|
#else
|
||
|
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[1].c);
|
||
|
#endif
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#elif GS_PRIM == 1 && GS_LINE == 1
|
||
|
|
||
|
layout(lines) in;
|
||
|
layout(triangle_strip, max_vertices = 4) out;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
// Transform a line to a thick line-sprite
|
||
|
vec4 left_t = gsIn[0].t;
|
||
|
vec4 left_ti = gsIn[0].ti;
|
||
|
vec4 left_c = gsIn[0].c;
|
||
|
vec4 right_t = gsIn[1].t;
|
||
|
vec4 right_ti = gsIn[1].ti;
|
||
|
vec4 right_c = gsIn[1].c;
|
||
|
vec4 lt_p = gl_in[0].gl_Position;
|
||
|
vec4 rt_p = gl_in[1].gl_Position;
|
||
|
|
||
|
// Potentially there is faster math
|
||
|
vec2 line_vector = normalize(rt_p.xy - lt_p.xy);
|
||
|
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
|
||
|
vec2 line_width = (line_normal * PointSize) / 2.0;
|
||
|
|
||
|
lt_p.xy -= line_width;
|
||
|
rt_p.xy -= line_width;
|
||
|
vec4 lb_p = gl_in[0].gl_Position + vec4(line_width, 0.0, 0.0);
|
||
|
vec4 rb_p = gl_in[1].gl_Position + vec4(line_width, 0.0, 0.0);
|
||
|
|
||
|
#if GS_IIP == 0
|
||
|
left_c = right_c;
|
||
|
#endif
|
||
|
|
||
|
WriteVertex(lt_p, left_t, left_ti, left_c);
|
||
|
WriteVertex(lb_p, left_t, left_ti, left_c);
|
||
|
WriteVertex(rt_p, right_t, right_ti, right_c);
|
||
|
WriteVertex(rb_p, right_t, right_ti, right_c);
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#elif GS_PRIM == 2
|
||
|
|
||
|
layout(triangles) in;
|
||
|
layout(triangle_strip, max_vertices = 3) out;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
#if GS_IIP == 0
|
||
|
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[2].c);
|
||
|
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[2].c);
|
||
|
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[2].c);
|
||
|
#else
|
||
|
WriteVertex(gl_in[0].gl_Position, gsIn[0].t, gsIn[0].ti, gsIn[0].c);
|
||
|
WriteVertex(gl_in[1].gl_Position, gsIn[1].t, gsIn[1].ti, gsIn[0].c);
|
||
|
WriteVertex(gl_in[2].gl_Position, gsIn[2].t, gsIn[2].ti, gsIn[0].c);
|
||
|
#endif
|
||
|
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#elif GS_PRIM == 3
|
||
|
|
||
|
layout(lines) in;
|
||
|
layout(triangle_strip, max_vertices = 4) out;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 lt_p = gl_in[0].gl_Position;
|
||
|
vec4 lt_t = gsIn[0].t;
|
||
|
vec4 lt_ti = gsIn[0].ti;
|
||
|
vec4 lt_c = gsIn[0].c;
|
||
|
vec4 rb_p = gl_in[1].gl_Position;
|
||
|
vec4 rb_t = gsIn[1].t;
|
||
|
vec4 rb_ti = gsIn[1].ti;
|
||
|
vec4 rb_c = gsIn[1].c;
|
||
|
|
||
|
// flat depth
|
||
|
lt_p.z = rb_p.z;
|
||
|
// flat fog and texture perspective
|
||
|
lt_t.zw = rb_t.zw;
|
||
|
|
||
|
// flat color
|
||
|
lt_c = rb_c;
|
||
|
|
||
|
// Swap texture and position coordinate
|
||
|
vec4 lb_p = rb_p;
|
||
|
vec4 lb_t = rb_t;
|
||
|
vec4 lb_ti = rb_ti;
|
||
|
vec4 lb_c = rb_c;
|
||
|
lb_p.x = lt_p.x;
|
||
|
lb_t.x = lt_t.x;
|
||
|
lb_ti.x = lt_ti.x;
|
||
|
lb_ti.z = lt_ti.z;
|
||
|
|
||
|
vec4 rt_p = rb_p;
|
||
|
vec4 rt_t = rb_t;
|
||
|
vec4 rt_ti = rb_ti;
|
||
|
vec4 rt_c = rb_c;
|
||
|
rt_p.y = lt_p.y;
|
||
|
rt_t.y = lt_t.y;
|
||
|
rt_ti.y = lt_ti.y;
|
||
|
rt_ti.w = lt_ti.w;
|
||
|
|
||
|
WriteVertex(lt_p, lt_t, lt_ti, lt_c);
|
||
|
WriteVertex(lb_p, lb_t, lb_ti, lb_c);
|
||
|
WriteVertex(rt_p, rt_t, rt_ti, rt_c);
|
||
|
WriteVertex(rb_p, rb_t, rb_ti, rb_c);
|
||
|
EndPrimitive();
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
#endif
|
||
|
|
||
|
#ifdef FRAGMENT_SHADER
|
||
|
|
||
|
#define FMT_32 0
|
||
|
#define FMT_24 1
|
||
|
#define FMT_16 2
|
||
|
|
||
|
#ifndef VS_TME
|
||
|
#define VS_TME 1
|
||
|
#define VS_FST 1
|
||
|
#endif
|
||
|
|
||
|
#ifndef GS_IIP
|
||
|
#define GS_IIP 0
|
||
|
#define GS_PRIM 3
|
||
|
#define GS_POINT 0
|
||
|
#define GS_LINE 0
|
||
|
#endif
|
||
|
|
||
|
#ifndef PS_FST
|
||
|
#define PS_FST 0
|
||
|
#define PS_WMS 0
|
||
|
#define PS_WMT 0
|
||
|
#define PS_FMT FMT_32
|
||
|
#define PS_AEM 0
|
||
|
#define PS_TFX 0
|
||
|
#define PS_TCC 1
|
||
|
#define PS_ATST 1
|
||
|
#define PS_FOG 0
|
||
|
#define PS_CLR1 0
|
||
|
#define PS_FBA 0
|
||
|
#define PS_FBMASK 0
|
||
|
#define PS_LTF 1
|
||
|
#define PS_TCOFFSETHACK 0
|
||
|
#define PS_POINT_SAMPLER 0
|
||
|
#define PS_SHUFFLE 0
|
||
|
#define PS_READ_BA 0
|
||
|
#define PS_DFMT 0
|
||
|
#define PS_DEPTH_FMT 0
|
||
|
#define PS_PAL_FMT 0
|
||
|
#define PS_CHANNEL_FETCH 0
|
||
|
#define PS_TALES_OF_ABYSS_HLE 0
|
||
|
#define PS_URBAN_CHAOS_HLE 0
|
||
|
#define PS_INVALID_TEX0 0
|
||
|
#define PS_SCALE_FACTOR 1
|
||
|
#define PS_HDR 0
|
||
|
#define PS_COLCLIP 0
|
||
|
#define PS_BLEND_A 0
|
||
|
#define PS_BLEND_B 0
|
||
|
#define PS_BLEND_C 0
|
||
|
#define PS_BLEND_D 0
|
||
|
#define PS_PABE 0
|
||
|
#define PS_DITHER 0
|
||
|
#define PS_ZCLAMP 0
|
||
|
#define PS_FEEDBACK_LOOP 0
|
||
|
#define PS_TEX_IS_FB 0
|
||
|
#endif
|
||
|
|
||
|
#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
|
||
|
#define SW_BLEND_NEEDS_RT (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1)
|
||
|
|
||
|
#define PS_FEEDBACK_LOOP_IS_NEEDED (PS_TEX_IS_FB == 1 || PS_FBMASK || SW_BLEND_NEEDS_RT || (PS_DATE < 10 && (((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2))))
|
||
|
|
||
|
layout(std140, set = 0, binding = 1) uniform cb1
|
||
|
{
|
||
|
vec3 FogColor;
|
||
|
float AREF;
|
||
|
vec4 WH;
|
||
|
vec2 TA;
|
||
|
float MaxDepthPS;
|
||
|
float Af;
|
||
|
uvec4 MskFix;
|
||
|
uvec4 FbMask;
|
||
|
vec4 HalfTexel;
|
||
|
vec4 MinMax;
|
||
|
ivec4 ChannelShuffle;
|
||
|
vec2 TC_OffsetHack;
|
||
|
vec2 pad_cb1;
|
||
|
mat4 DitherMatrix;
|
||
|
};
|
||
|
|
||
|
layout(location = 0) in VSOutput
|
||
|
{
|
||
|
vec4 t;
|
||
|
vec4 ti;
|
||
|
#if PS_IIP != 0
|
||
|
vec4 c;
|
||
|
#else
|
||
|
flat vec4 c;
|
||
|
#endif
|
||
|
} vsIn;
|
||
|
|
||
|
#ifndef DISABLE_DUAL_SOURCE
|
||
|
layout(location = 0, index = 0) out vec4 o_col0;
|
||
|
layout(location = 0, index = 1) out vec4 o_col1;
|
||
|
#else
|
||
|
layout(location = 0) out vec4 o_col0;
|
||
|
#endif
|
||
|
|
||
|
layout(set = 1, binding = 0) uniform sampler2D Texture;
|
||
|
layout(set = 1, binding = 1) uniform sampler2D Palette;
|
||
|
layout(set = 2, binding = 0) uniform texture2D RawTexture;
|
||
|
|
||
|
#if PS_FEEDBACK_LOOP_IS_NEEDED
|
||
|
layout(input_attachment_index = 0, set = 2, binding = 1) uniform subpassInput RtSampler;
|
||
|
#endif
|
||
|
|
||
|
#if PS_DATE > 0
|
||
|
layout(set = 2, binding = 2) uniform texture2D PrimMinTexture;
|
||
|
#endif
|
||
|
|
||
|
vec4 sample_c(vec2 uv)
|
||
|
{
|
||
|
#if PS_TEX_IS_FB
|
||
|
return subpassLoad(RtSampler);
|
||
|
#else
|
||
|
#if PS_POINT_SAMPLER
|
||
|
// Weird issue with ATI/AMD cards,
|
||
|
// 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.
|
||
|
// As of 2018 this issue is still present.
|
||
|
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
|
||
|
#endif
|
||
|
|
||
|
#if PS_AUTOMATIC_LOD == 1
|
||
|
return texture(Texture, uv);
|
||
|
#elif PS_MANUAL_LOD == 1
|
||
|
// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
|
||
|
float K = MinMax.x;
|
||
|
float L = MinMax.y;
|
||
|
float bias = MinMax.z;
|
||
|
float max_lod = MinMax.w;
|
||
|
|
||
|
float gs_lod = K - log2(abs(vsIn.t.w)) * L;
|
||
|
// FIXME max useful ?
|
||
|
//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
|
||
|
float lod = min(gs_lod, max_lod) - bias;
|
||
|
|
||
|
return textureLod(Texture, uv, lod);
|
||
|
#else
|
||
|
return textureLod(Texture, uv, 0); // No lod
|
||
|
#endif
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
vec4 sample_p(float u)
|
||
|
{
|
||
|
return texture(Palette, vec2(u, 0.0f));
|
||
|
}
|
||
|
|
||
|
vec4 clamp_wrap_uv(vec4 uv)
|
||
|
{
|
||
|
vec4 tex_size;
|
||
|
|
||
|
#if PS_INVALID_TEX0
|
||
|
tex_size = WH.zwzw;
|
||
|
#else
|
||
|
tex_size = WH.xyxy;
|
||
|
#endif
|
||
|
|
||
|
#if PS_WMS == PS_WMT
|
||
|
{
|
||
|
#if PS_WMS == 2
|
||
|
{
|
||
|
uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
|
||
|
}
|
||
|
#elif PS_WMS == 3
|
||
|
{
|
||
|
#if PS_FST == 0
|
||
|
// wrap negative uv coords to avoid an off by one error that shifted
|
||
|
// textures. Fixes Xenosaga's hair issue.
|
||
|
uv = fract(uv);
|
||
|
#endif
|
||
|
uv = vec4((uvec4(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#else
|
||
|
{
|
||
|
#if PS_WMS == 2
|
||
|
{
|
||
|
uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
|
||
|
}
|
||
|
#elif PS_WMS == 3
|
||
|
{
|
||
|
#if PS_FST == 0
|
||
|
uv.xz = fract(uv.xz);
|
||
|
#endif
|
||
|
uv.xz = vec2((uvec2(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
|
||
|
}
|
||
|
#endif
|
||
|
#if PS_WMT == 2
|
||
|
{
|
||
|
uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
|
||
|
}
|
||
|
#elif PS_WMT == 3
|
||
|
{
|
||
|
#if PS_FST == 0
|
||
|
uv.yw = fract(uv.yw);
|
||
|
#endif
|
||
|
uv.yw = vec2((uvec2(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return uv;
|
||
|
}
|
||
|
|
||
|
mat4 sample_4c(vec4 uv)
|
||
|
{
|
||
|
mat4 c;
|
||
|
|
||
|
c[0] = sample_c(uv.xy);
|
||
|
c[1] = sample_c(uv.zy);
|
||
|
c[2] = sample_c(uv.xw);
|
||
|
c[3] = sample_c(uv.zw);
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
vec4 sample_4_index(vec4 uv)
|
||
|
{
|
||
|
vec4 c;
|
||
|
|
||
|
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;
|
||
|
|
||
|
// Denormalize value
|
||
|
uvec4 i = uvec4(c * 255.0f + 0.5f);
|
||
|
|
||
|
#if PS_PAL_FMT == 1
|
||
|
// 4HL
|
||
|
c = vec4(i & 0xFu) / 255.0f;
|
||
|
#elif PS_PAL_FMT == 2
|
||
|
// 4HH
|
||
|
c = vec4(i >> 4u) / 255.0f;
|
||
|
#endif
|
||
|
|
||
|
// Most of texture will hit this code so keep normalized float value
|
||
|
// 8 bits
|
||
|
return c * 255./256 + 0.5/256;
|
||
|
}
|
||
|
|
||
|
mat4 sample_4p(vec4 u)
|
||
|
{
|
||
|
mat4 c;
|
||
|
|
||
|
c[0] = sample_p(u.x);
|
||
|
c[1] = sample_p(u.y);
|
||
|
c[2] = sample_p(u.z);
|
||
|
c[3] = sample_p(u.w);
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
int fetch_raw_depth(ivec2 xy)
|
||
|
{
|
||
|
vec4 col = texelFetch(RawTexture, xy, 0);
|
||
|
return int(col.r * exp2(32.0f));
|
||
|
}
|
||
|
|
||
|
vec4 fetch_raw_color(ivec2 xy)
|
||
|
{
|
||
|
return texelFetch(RawTexture, xy, 0);
|
||
|
}
|
||
|
|
||
|
vec4 fetch_c(ivec2 uv)
|
||
|
{
|
||
|
return texelFetch(Texture, uv, 0);
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
// Depth sampling
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
||
|
{
|
||
|
ivec4 mask = ivec4(MskFix << 4);
|
||
|
#if (PS_WMS == PS_WMT)
|
||
|
{
|
||
|
#if (PS_WMS == 2)
|
||
|
{
|
||
|
uv = clamp(uv, mask.xy, mask.zw);
|
||
|
}
|
||
|
#elif (PS_WMS == 3)
|
||
|
{
|
||
|
uv = (uv & mask.xy) | mask.zw;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#else
|
||
|
{
|
||
|
#if (PS_WMS == 2)
|
||
|
{
|
||
|
uv.x = clamp(uv.x, mask.x, mask.z);
|
||
|
}
|
||
|
#elif (PS_WMS == 3)
|
||
|
{
|
||
|
uv.x = (uv.x & mask.x) | mask.z;
|
||
|
}
|
||
|
#endif
|
||
|
#if (PS_WMT == 2)
|
||
|
{
|
||
|
uv.y = clamp(uv.y, mask.y, mask.w);
|
||
|
}
|
||
|
#elif (PS_WMT == 3)
|
||
|
{
|
||
|
uv.y = (uv.y & mask.y) | mask.w;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
return uv;
|
||
|
}
|
||
|
|
||
|
vec4 sample_depth(vec2 st, ivec2 pos)
|
||
|
{
|
||
|
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(PS_SCALE_FACTOR) * vec2(1.0f / 16.0f);
|
||
|
ivec2 uv = ivec2(uv_f);
|
||
|
|
||
|
vec4 t = vec4(0.0f);
|
||
|
|
||
|
#if (PS_TALES_OF_ABYSS_HLE == 1)
|
||
|
{
|
||
|
// Warning: UV can't be used in channel effect
|
||
|
int depth = fetch_raw_depth(pos);
|
||
|
|
||
|
// Convert msb based on the palette
|
||
|
t = texelFetch(Palette, ivec2((depth >> 8) & 0xFF, 0), 0) * 255.0f;
|
||
|
}
|
||
|
#elif (PS_URBAN_CHAOS_HLE == 1)
|
||
|
{
|
||
|
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
|
||
|
// So it will do a first channel trick to extract lsb, value is right-shifted.
|
||
|
// Then a new channel trick to extract msb which will shifted to the left.
|
||
|
// OpenGL uses a vec32 format for the depth so it requires a couple of conversion.
|
||
|
// To be faster both steps (msb&lsb) are done in a single pass.
|
||
|
|
||
|
// Warning: UV can't be used in channel effect
|
||
|
int depth = fetch_raw_depth(pos);
|
||
|
|
||
|
// Convert lsb based on the palette
|
||
|
t = Palette.Load(ivec3(depth & 0xFF, 0, 0)) * 255.0f;
|
||
|
|
||
|
// Msb is easier
|
||
|
float green = float(((depth >> 8) & 0xFF) * 36.0f);
|
||
|
green = min(green, 255.0f);
|
||
|
t.g += green;
|
||
|
}
|
||
|
#elif (PS_DEPTH_FMT == 1)
|
||
|
{
|
||
|
// Based on ps_main11 of convert
|
||
|
|
||
|
// Convert a vec32 depth texture into a RGBA color texture
|
||
|
const vec4 bitSh = vec4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f));
|
||
|
const vec4 bitMsk = vec4(0.0, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f);
|
||
|
|
||
|
vec4 res = fract(vec4(fetch_c(uv).r) * bitSh);
|
||
|
|
||
|
t = (res - res.xxyz * bitMsk) * 256.0f;
|
||
|
}
|
||
|
#elif (PS_DEPTH_FMT == 2)
|
||
|
{
|
||
|
// Based on ps_main12 of convert
|
||
|
|
||
|
// Convert a vec32 (only 16 lsb) depth into a RGB5A1 color texture
|
||
|
const vec4 bitSh = vec4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f));
|
||
|
const uvec4 bitMsk = uvec4(0x1F, 0x1F, 0x1F, 0x1);
|
||
|
uvec4 color = uvec4(vec4(fetch_c(uv).r) * bitSh) & bitMsk;
|
||
|
|
||
|
t = vec4(color) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
||
|
}
|
||
|
#elif (PS_DEPTH_FMT == 3)
|
||
|
{
|
||
|
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
|
||
|
t = fetch_c(uv) * 255.0f;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
#if (PS_AEM_FMT == FMT_24)
|
||
|
{
|
||
|
t.a = ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
|
||
|
}
|
||
|
#elif (PS_AEM_FMT == FMT_16)
|
||
|
{
|
||
|
t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bvec3(t.rgb))) ? 255.0f * TA.x : 0.0f;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
// Fetch a Single Channel
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
vec4 fetch_red(ivec2 xy)
|
||
|
{
|
||
|
vec4 rt;
|
||
|
|
||
|
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
|
||
|
int depth = (fetch_raw_depth(xy)) & 0xFF;
|
||
|
rt = vec4(float(depth) / 255.0f);
|
||
|
#else
|
||
|
rt = fetch_raw_color(xy);
|
||
|
#endif
|
||
|
|
||
|
return sample_p(rt.r) * 255.0f;
|
||
|
}
|
||
|
|
||
|
vec4 fetch_green(ivec2 xy)
|
||
|
{
|
||
|
vec4 rt;
|
||
|
|
||
|
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
|
||
|
int depth = (fetch_raw_depth(xy) >> 8) & 0xFF;
|
||
|
rt = vec4(float(depth) / 255.0f);
|
||
|
#else
|
||
|
rt = fetch_raw_color(xy);
|
||
|
#endif
|
||
|
|
||
|
return sample_p(rt.g) * 255.0f;
|
||
|
}
|
||
|
|
||
|
vec4 fetch_blue(ivec2 xy)
|
||
|
{
|
||
|
vec4 rt;
|
||
|
|
||
|
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
|
||
|
int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
|
||
|
rt = vec4(float(depth) / 255.0f);
|
||
|
#else
|
||
|
rt = fetch_raw_color(xy);
|
||
|
#endif
|
||
|
|
||
|
return sample_p(rt.b) * 255.0f;
|
||
|
}
|
||
|
|
||
|
vec4 fetch_alpha(ivec2 xy)
|
||
|
{
|
||
|
vec4 rt = fetch_raw_color(xy);
|
||
|
return sample_p(rt.a) * 255.0f;
|
||
|
}
|
||
|
|
||
|
vec4 fetch_rgb(ivec2 xy)
|
||
|
{
|
||
|
vec4 rt = fetch_raw_color(xy);
|
||
|
vec4 c = vec4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
|
||
|
return c * 255.0f;
|
||
|
}
|
||
|
|
||
|
vec4 fetch_gXbY(ivec2 xy)
|
||
|
{
|
||
|
#if (PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2)
|
||
|
int depth = fetch_raw_depth(xy);
|
||
|
int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
|
||
|
return vec4(bg);
|
||
|
#else
|
||
|
ivec4 rt = ivec4(fetch_raw_color(xy) * 255.0);
|
||
|
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
|
||
|
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
|
||
|
return vec4(float(green | blue));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
vec4 sample_color(vec2 st)
|
||
|
{
|
||
|
#if PS_TCOFFSETHACK
|
||
|
st += TC_OffsetHack.xy;
|
||
|
#endif
|
||
|
|
||
|
vec4 t;
|
||
|
mat4 c;
|
||
|
vec2 dd;
|
||
|
|
||
|
#if PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2
|
||
|
{
|
||
|
c[0] = sample_c(st);
|
||
|
}
|
||
|
#else
|
||
|
{
|
||
|
vec4 uv;
|
||
|
|
||
|
#if PS_LTF
|
||
|
{
|
||
|
uv = st.xyxy + HalfTexel;
|
||
|
dd = fract(uv.xy * WH.zw);
|
||
|
|
||
|
#if PS_FST == 0
|
||
|
{
|
||
|
dd = clamp(dd, vec2(0.0f), vec2(0.9999999f));
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#else
|
||
|
{
|
||
|
uv = st.xyxy;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
uv = clamp_wrap_uv(uv);
|
||
|
|
||
|
#if PS_PAL_FMT != 0
|
||
|
c = sample_4p(sample_4_index(uv));
|
||
|
#else
|
||
|
c = sample_4c(uv);
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
for (uint i = 0; i < 4; i++)
|
||
|
{
|
||
|
#if (PS_AEM_FMT == FMT_24)
|
||
|
c[i].a = (PS_AEM == 0 || any(bvec3(c[i].rgb))) ? TA.x : 0.0f;
|
||
|
#elif (PS_AEM_FMT == FMT_16)
|
||
|
c[i].a = (c[i].a >= 0.5) ? TA.y : ((PS_AEM == 0 || any(bvec3(c[i].rgb))) ? TA.x : 0.0f);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#if PS_LTF
|
||
|
{
|
||
|
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
|
||
|
}
|
||
|
#else
|
||
|
{
|
||
|
t = c[0];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
float a = C.a;
|
||
|
|
||
|
#if (PS_ATST == 0)
|
||
|
{
|
||
|
// nothing to do
|
||
|
}
|
||
|
#elif (PS_ATST == 1)
|
||
|
{
|
||
|
if (a > AREF) discard;
|
||
|
}
|
||
|
#elif (PS_ATST == 2)
|
||
|
{
|
||
|
if (a < AREF) discard;
|
||
|
}
|
||
|
#elif (PS_ATST == 3)
|
||
|
{
|
||
|
if (abs(a - AREF) > 0.5f) discard;
|
||
|
}
|
||
|
#elif (PS_ATST == 4)
|
||
|
{
|
||
|
if (abs(a - AREF) < 0.5f) discard;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
vec4 fog(vec4 c, float f)
|
||
|
{
|
||
|
#if PS_FOG
|
||
|
c.rgb = trunc(mix(FogColor, c.rgb, f));
|
||
|
#endif
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
vec4 ps_color()
|
||
|
{
|
||
|
#if PS_FST == 0 && PS_INVALID_TEX0 == 1
|
||
|
// Re-normalize coordinate from invalid GS to corrected texture size
|
||
|
vec2 st = (vsIn.t.xy * WH.xy) / (vsIn.t.w * WH.zw);
|
||
|
// no st_int yet
|
||
|
#elif PS_FST == 0
|
||
|
vec2 st = vsIn.t.xy / vsIn.t.w;
|
||
|
vec2 st_int = vsIn.ti.zw / vsIn.t.w;
|
||
|
#else
|
||
|
vec2 st = vsIn.ti.xy;
|
||
|
vec2 st_int = vsIn.ti.zw;
|
||
|
#endif
|
||
|
|
||
|
#if PS_CHANNEL_FETCH == 1
|
||
|
vec4 T = fetch_red(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_CHANNEL_FETCH == 2
|
||
|
vec4 T = fetch_green(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_CHANNEL_FETCH == 3
|
||
|
vec4 T = fetch_blue(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_CHANNEL_FETCH == 4
|
||
|
vec4 T = fetch_alpha(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_CHANNEL_FETCH == 5
|
||
|
vec4 T = fetch_rgb(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_CHANNEL_FETCH == 6
|
||
|
vec4 T = fetch_gXbY(ivec2(gl_FragCoord.xy));
|
||
|
#elif PS_DEPTH_FMT > 0
|
||
|
vec4 T = sample_depth(st_int, ivec2(gl_FragCoord.xy));
|
||
|
#else
|
||
|
vec4 T = sample_color(st);
|
||
|
#endif
|
||
|
|
||
|
vec4 C = tfx(T, vsIn.c);
|
||
|
|
||
|
atst(C);
|
||
|
|
||
|
C = fog(C, vsIn.t.z);
|
||
|
|
||
|
#if PS_CLR1 // needed for Cd * (As/Ad/F + 1) blending modes
|
||
|
C.rgb = vec3(255.0f);
|
||
|
#endif
|
||
|
|
||
|
return C;
|
||
|
}
|
||
|
|
||
|
void ps_fbmask(inout vec4 C)
|
||
|
{
|
||
|
#if PS_FBMASK
|
||
|
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
|
||
|
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void ps_dither(inout vec3 C)
|
||
|
{
|
||
|
#if PS_DITHER
|
||
|
ivec2 fpos;
|
||
|
|
||
|
#if PS_DITHER == 2
|
||
|
fpos = ivec2(gl_FragCoord.xy);
|
||
|
#else
|
||
|
fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
|
||
|
#endif
|
||
|
|
||
|
C += DitherMatrix[fpos.y & 3][fpos.x & 3];
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void ps_color_clamp_wrap(inout vec3 C)
|
||
|
{
|
||
|
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
||
|
// so we need to limit the color depth on dithered items
|
||
|
#if SW_BLEND || PS_DITHER
|
||
|
|
||
|
// Correct the Color value based on the output format
|
||
|
#if PS_COLCLIP == 0 && PS_HDR == 0
|
||
|
// Standard Clamp
|
||
|
C = clamp(C, 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
|
||
|
C = vec3(ivec3(C) & ivec3(0xF8));
|
||
|
#elif PS_COLCLIP == 1 && PS_HDR == 0
|
||
|
C = vec3(ivec3(C) & ivec3(0xFF));
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
void ps_blend(inout vec4 Color, float As)
|
||
|
{
|
||
|
#if SW_BLEND
|
||
|
#if PS_FEEDBACK_LOOP_IS_NEEDED
|
||
|
vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
|
||
|
#else
|
||
|
// Not used, but we define it to make the selection below simpler.
|
||
|
vec4 RT = vec4(0.0f);
|
||
|
#endif
|
||
|
|
||
|
#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
|
||
|
|
||
|
// As/Af clamp alpha for Blend mix
|
||
|
#if PS_ALPHA_CLAMP
|
||
|
C = min(C, 1.0f);
|
||
|
#endif
|
||
|
|
||
|
#if PS_BLEND_A == PS_BLEND_B
|
||
|
Color.rgb = D;
|
||
|
#else
|
||
|
Color.rgb = trunc((A - B) * C + D);
|
||
|
#endif
|
||
|
|
||
|
// PABE
|
||
|
#if PS_PABE
|
||
|
Color.rgb = (As >= 1.0f) ? Color.rgb : Cs;
|
||
|
#endif
|
||
|
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#if PS_DATE == 1 || PS_DATE == 2 || PS_DATE == 11 || PS_DATE == 12
|
||
|
layout(early_fragment_tests) in;
|
||
|
#endif
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
#if PS_SCANMSK & 2
|
||
|
// fail depth test on prohibited lines
|
||
|
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
||
|
discard;
|
||
|
#endif
|
||
|
#if PS_DATE < 10 && (((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2))
|
||
|
|
||
|
#if PS_WRITE_RG == 1
|
||
|
// Pseudo 16 bits access.
|
||
|
float rt_a = subpassLoad(RtSampler).g;
|
||
|
#else
|
||
|
float rt_a = subpassLoad(RtSampler).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
|
||
|
}
|
||
|
|
||
|
#endif // PS_DATE < 10 && (((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2))
|
||
|
|
||
|
#if PS_DATE == 3
|
||
|
int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
|
||
|
// 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 PS_SHUFFLE
|
||
|
uvec4 denorm_c = uvec4(C);
|
||
|
uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
|
||
|
|
||
|
// Mask will take care of the correct destination
|
||
|
#if PS_READ_BA
|
||
|
C.rb = C.bb;
|
||
|
#else
|
||
|
C.rb = C.rr;
|
||
|
#endif
|
||
|
|
||
|
#if PS_READ_BA
|
||
|
if ((denorm_c.a & 0x80u) != 0u)
|
||
|
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 ((denorm_c.g & 0x80u) != 0u)
|
||
|
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)));
|
||
|
#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
|
||
|
|
||
|
// Get first primitive that will write a failling alpha value
|
||
|
#if PS_DATE == 1 || PS_DATE == 11
|
||
|
|
||
|
// DATM == 0
|
||
|
// Pixel with alpha equal to 1 will failed (128-255)
|
||
|
o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||
|
|
||
|
#elif PS_DATE == 2 || PS_DATE == 12
|
||
|
|
||
|
// DATM == 1
|
||
|
// Pixel with alpha equal to 0 will failed (0-127)
|
||
|
o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
||
|
|
||
|
#else
|
||
|
|
||
|
ps_blend(C, alpha_blend);
|
||
|
|
||
|
ps_dither(C.rgb);
|
||
|
|
||
|
// Color clamp/wrap needs to be done after sw blending and dithering
|
||
|
ps_color_clamp_wrap(C.rgb);
|
||
|
|
||
|
ps_fbmask(C);
|
||
|
|
||
|
o_col0 = C / 255.0f;
|
||
|
#ifndef DISABLE_DUAL_SOURCE
|
||
|
o_col1 = vec4(alpha_blend);
|
||
|
#endif
|
||
|
|
||
|
#if PS_ZCLAMP
|
||
|
gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
|
||
|
#endif
|
||
|
|
||
|
#endif // PS_DATE
|
||
|
}
|
||
|
|
||
|
#endif
|