pcsx2/plugins/GSdx/res/merge.fx

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#if SHADER_MODEL >= 0x400
Texture2D Texture;
SamplerState Sampler;
cbuffer cb0
{
float4 BGColor;
};
struct PS_INPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
float4 ps_main0(PS_INPUT input) : SV_Target0
{
float4 c = Texture.Sample(Sampler, input.t);
c.a = min(c.a * 2, 1);
return c;
}
float4 ps_main1(PS_INPUT input) : SV_Target0
{
float4 c = Texture.Sample(Sampler, input.t);
c.a = BGColor.a;
return c;
}
#elif SHADER_MODEL <= 0x300
sampler Texture : register(s0);
float4 g_params[1];
#define BGColor (g_params[0])
struct PS_INPUT
{
float2 t : TEXCOORD0;
};
float4 ps_main0(PS_INPUT input) : COLOR
{
float4 c = tex2D(Texture, input.t);
// a = ;
return c.bgra;
}
float4 ps_main1(PS_INPUT input) : COLOR
{
float4 c = tex2D(Texture, input.t);
c.a = BGColor.a;
return c.bgra;
}
#endif