2011-02-19 10:57:28 +00:00
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#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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2012-06-11 03:27:16 +00:00
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#define FMT_PAL 4 /* flag bit */
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2011-02-19 10:57:28 +00:00
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2012-07-19 20:40:42 +00:00
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// And I say this as an ATI user.
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#define ATI_SUCKS 1
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2011-02-19 10:57:28 +00:00
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#if SHADER_MODEL >= 0x400
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#endif
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#ifndef GS_IIP
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#define GS_IIP 0
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#define GS_PRIM 3
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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2012-06-11 03:27:16 +00:00
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#define PS_FMT FMT_32
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2011-02-19 10:57:28 +00:00
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_FBA 0
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#define PS_AOUT 0
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#define PS_LTF 1
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#define PS_COLCLIP 0
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#define PS_DATE 0
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2012-06-19 01:12:01 +00:00
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#define PS_SPRITEHACK 0
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2013-02-12 10:57:48 +00:00
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#define PS_TCOFFSETHACK 0
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2012-07-19 20:40:42 +00:00
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#define PS_POINT_SAMPLER 0
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2011-02-19 10:57:28 +00:00
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#endif
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struct VS_INPUT
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{
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2012-01-19 04:53:36 +00:00
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float2 st : TEXCOORD0;
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float4 c : COLOR0;
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float q : TEXCOORD1;
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2011-02-19 10:57:28 +00:00
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uint2 p : POSITION0;
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uint z : POSITION1;
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2012-01-19 04:53:36 +00:00
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uint2 uv : TEXCOORD2;
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2011-02-19 10:57:28 +00:00
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float4 t : TEXCOORD0;
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#if VS_RTCOPY
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float4 t : TEXCOORD0;
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#if PS_DATE > 0
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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struct PS_OUTPUT
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{
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float4 c0 : SV_Target0;
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float4 c1 : SV_Target1;
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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Texture2D<float4> RTCopy : register(t2);
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SamplerState TextureSampler : register(s0);
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SamplerState PaletteSampler : register(s1);
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SamplerState RTCopySampler : register(s2);
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cbuffer cb0
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{
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float4 VertexScale;
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float4 VertexOffset;
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float2 TextureScale;
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};
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cbuffer cb1
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{
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float3 FogColor;
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float AREF;
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float4 HalfTexel;
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float4 WH;
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float4 MinMax;
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float2 MinF;
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float2 TA;
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uint4 MskFix;
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2013-02-12 10:57:48 +00:00
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float4 TC_OffsetHack;
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2011-02-19 10:57:28 +00:00
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};
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float4 sample_c(float2 uv)
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{
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2012-07-19 20:40:42 +00:00
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if (ATI_SUCKS && PS_POINT_SAMPLER)
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{
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
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}
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2011-02-19 10:57:28 +00:00
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return Texture.Sample(TextureSampler, uv);
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}
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float4 sample_p(float u)
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{
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2012-06-10 16:04:47 +00:00
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return Palette.Sample(PaletteSampler, u);
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2011-02-19 10:57:28 +00:00
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}
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float4 sample_rt(float2 uv)
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{
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return RTCopy.Sample(RTCopySampler, uv);
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}
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#elif SHADER_MODEL <= 0x300
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_LOGZ 1
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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2012-06-11 03:27:16 +00:00
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#define PS_FMT FMT_32
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2011-02-19 10:57:28 +00:00
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 0
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#define PS_ATST 4
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_RT 0
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#define PS_LTF 0
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#define PS_COLCLIP 0
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#define PS_DATE 0
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#endif
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struct VS_INPUT
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{
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float4 p : POSITION0;
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float2 t : TEXCOORD0;
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float4 c : COLOR0;
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float4 f : COLOR1;
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};
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struct VS_OUTPUT
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{
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float4 p : POSITION;
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float4 t : TEXCOORD0;
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#if VS_RTCOPY
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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struct PS_INPUT
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{
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float4 t : TEXCOORD0;
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#if PS_DATE > 0
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float4 tp : TEXCOORD1;
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#endif
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float4 c : COLOR0;
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};
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sampler Texture : register(s0);
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sampler Palette : register(s1);
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sampler RTCopy : register(s2);
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sampler1D UMSKFIX : register(s3);
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sampler1D VMSKFIX : register(s4);
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float4 vs_params[3];
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#define VertexScale vs_params[0]
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#define VertexOffset vs_params[1]
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#define TextureScale vs_params[2].xy
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float4 ps_params[7];
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#define FogColor ps_params[0].bgr
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#define AREF ps_params[0].a
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#define HalfTexel ps_params[1]
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#define WH ps_params[2]
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#define MinMax ps_params[3]
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#define MinF ps_params[4].xy
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#define TA ps_params[4].zw
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2013-02-12 12:08:46 +00:00
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#define TC_OffsetHack ps_params[6]
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2013-02-12 10:57:48 +00:00
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2011-02-19 10:57:28 +00:00
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float4 sample_c(float2 uv)
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{
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return tex2D(Texture, uv);
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}
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float4 sample_p(float u)
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{
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2012-06-17 17:49:50 +00:00
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return tex2D(Palette, u);
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2011-02-19 10:57:28 +00:00
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}
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float4 sample_rt(float2 uv)
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{
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return tex2D(RTCopy, uv);
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}
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#endif
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float4 wrapuv(float4 uv)
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{
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if(PS_WMS == PS_WMT)
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{
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/*
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if(PS_WMS == 0)
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{
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uv = frac(uv);
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}
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else if(PS_WMS == 1)
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{
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uv = saturate(uv);
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}
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else
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*/
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if(PS_WMS == 2)
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{
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uv = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv = (float4)(((int4)(uv * WH.xyxy) & MskFix.xyxy) | MskFix.zwzw) / WH.xyxy;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.z = tex1D(UMSKFIX, uv.z);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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else
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{
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/*
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if(PS_WMS == 0)
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{
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uv.xz = frac(uv.xz);
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}
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else if(PS_WMS == 1)
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{
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uv.xz = saturate(uv.xz);
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}
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else
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*/
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if(PS_WMS == 2)
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{
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uv.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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}
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else if(PS_WMS == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv.xz = (float2)(((int2)(uv.xz * WH.xx) & MskFix.xx) | MskFix.zz) / WH.xx;
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#elif SHADER_MODEL <= 0x300
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uv.x = tex1D(UMSKFIX, uv.x);
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uv.z = tex1D(UMSKFIX, uv.z);
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#endif
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}
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/*
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if(PS_WMT == 0)
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{
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uv.yw = frac(uv.yw);
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}
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else if(PS_WMT == 1)
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{
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uv.yw = saturate(uv.yw);
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}
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else
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*/
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if(PS_WMT == 2)
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{
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uv.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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}
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else if(PS_WMT == 3)
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{
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#if SHADER_MODEL >= 0x400
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uv.yw = (float2)(((int2)(uv.yw * WH.yy) & MskFix.yy) | MskFix.ww) / WH.yy;
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#elif SHADER_MODEL <= 0x300
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uv.y = tex1D(VMSKFIX, uv.y);
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uv.w = tex1D(VMSKFIX, uv.w);
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#endif
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}
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}
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return uv;
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}
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float2 clampuv(float2 uv)
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{
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if(PS_WMS == 2 && PS_WMT == 2)
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{
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uv = clamp(uv, MinF, MinMax.zw);
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}
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else if(PS_WMS == 2)
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{
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uv.x = clamp(uv.x, MinF.x, MinMax.z);
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}
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else if(PS_WMT == 2)
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{
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uv.y = clamp(uv.y, MinF.y, MinMax.w);
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}
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return uv;
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}
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float4x4 sample_4c(float4 uv)
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{
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float4x4 c;
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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c[3] = sample_c(uv.zw);
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return c;
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}
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float4 sample_4a(float4 uv)
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{
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float4 c;
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c.x = sample_c(uv.xy).a;
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c.y = sample_c(uv.zy).a;
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c.z = sample_c(uv.xw).a;
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c.w = sample_c(uv.zw).a;
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#if SHADER_MODEL <= 0x300
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if(PS_RT) c *= 128.0f / 255;
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#endif
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2012-06-10 16:04:47 +00:00
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return c * 255./256 + 0.5/256;
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2011-02-19 10:57:28 +00:00
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}
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float4x4 sample_4p(float4 u)
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{
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float4x4 c;
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c[0] = sample_p(u.x);
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c[1] = sample_p(u.y);
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c[2] = sample_p(u.z);
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c[3] = sample_p(u.w);
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return c;
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}
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float4 sample(float2 st, float q)
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{
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2013-02-12 10:57:48 +00:00
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if(!PS_FST) st /= q;
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#if PS_TCOFFSETHACK
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st += TC_OffsetHack.xy;
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#endif
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2012-06-13 15:36:10 +00:00
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2011-02-19 10:57:28 +00:00
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float4 t;
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2012-06-13 15:36:10 +00:00
|
|
|
float4x4 c;
|
|
|
|
float2 dd;
|
|
|
|
|
2011-02-19 10:57:28 +00:00
|
|
|
/*
|
2012-06-27 00:57:44 +00:00
|
|
|
if(!PS_LTF && PS_FMT <= FMT_16 && PS_WMS < 2 && PS_WMT < 2)
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-06-13 15:36:10 +00:00
|
|
|
c[0] = sample_c(st);
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
|
|
|
*/
|
2012-06-27 00:57:44 +00:00
|
|
|
if (!PS_LTF && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-06-13 15:36:10 +00:00
|
|
|
c[0] = sample_c(clampuv(st));
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
float4 uv;
|
2012-06-13 15:36:10 +00:00
|
|
|
|
2011-02-19 10:57:28 +00:00
|
|
|
if(PS_LTF)
|
|
|
|
{
|
|
|
|
uv = st.xyxy + HalfTexel;
|
2012-07-19 20:40:42 +00:00
|
|
|
dd = frac(uv.xy * WH.zw);
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
uv = st.xyxy;
|
|
|
|
}
|
|
|
|
|
2012-06-13 15:36:10 +00:00
|
|
|
uv = wrapuv(uv);
|
2011-02-19 10:57:28 +00:00
|
|
|
|
2012-06-11 03:27:16 +00:00
|
|
|
if(PS_FMT & FMT_PAL)
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
|
|
|
c = sample_4p(sample_4a(uv));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
c = sample_4c(uv);
|
|
|
|
}
|
2012-06-13 15:36:10 +00:00
|
|
|
}
|
2011-02-19 10:57:28 +00:00
|
|
|
|
2012-06-13 15:36:10 +00:00
|
|
|
[unroll]
|
|
|
|
for (uint i = 0; i < 4; i++)
|
|
|
|
{
|
|
|
|
if((PS_FMT & ~FMT_PAL) == FMT_32)
|
2012-06-11 03:27:16 +00:00
|
|
|
{
|
2012-06-13 15:36:10 +00:00
|
|
|
#if SHADER_MODEL <= 0x300
|
|
|
|
if(PS_RT) c[i].a *= 128.0f / 255;
|
|
|
|
#endif
|
2012-06-11 03:27:16 +00:00
|
|
|
}
|
2012-06-13 15:36:10 +00:00
|
|
|
else if((PS_FMT & ~FMT_PAL) == FMT_24)
|
|
|
|
{
|
|
|
|
c[i].a = !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
2012-06-13 15:36:10 +00:00
|
|
|
else if((PS_FMT & ~FMT_PAL) == FMT_16)
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-06-13 15:36:10 +00:00
|
|
|
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
|
|
|
}
|
2012-06-11 03:27:16 +00:00
|
|
|
|
2012-06-13 15:36:10 +00:00
|
|
|
if(PS_LTF)
|
|
|
|
{
|
|
|
|
t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
t = c[0];
|
|
|
|
}
|
|
|
|
|
2011-02-19 10:57:28 +00:00
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 tfx(float4 t, float4 c)
|
|
|
|
{
|
|
|
|
if(PS_TFX == 0)
|
|
|
|
{
|
|
|
|
if(PS_TCC)
|
|
|
|
{
|
|
|
|
c = c * t * 255.0f / 128;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(PS_TFX == 1)
|
|
|
|
{
|
|
|
|
if(PS_TCC)
|
|
|
|
{
|
|
|
|
c = t;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
c.rgb = t.rgb;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(PS_TFX == 2)
|
|
|
|
{
|
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
|
|
|
|
|
|
|
if(PS_TCC)
|
|
|
|
{
|
|
|
|
c.a += t.a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(PS_TFX == 3)
|
|
|
|
{
|
|
|
|
c.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
|
|
|
|
|
|
|
|
if(PS_TCC)
|
|
|
|
{
|
|
|
|
c.a = t.a;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return saturate(c);
|
|
|
|
}
|
|
|
|
|
|
|
|
void datst(PS_INPUT input)
|
|
|
|
{
|
|
|
|
#if PS_DATE > 0
|
|
|
|
float alpha = sample_rt(input.tp.xy).a;
|
|
|
|
#if SHADER_MODEL >= 0x400
|
|
|
|
float alpha0x80 = 128. / 255;
|
|
|
|
#else
|
|
|
|
float alpha0x80 = 1;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (PS_DATE == 1 && alpha >= alpha0x80)
|
|
|
|
discard;
|
|
|
|
else if (PS_DATE == 2 && alpha < alpha0x80)
|
|
|
|
discard;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void atst(float4 c)
|
|
|
|
{
|
2012-08-06 17:49:15 +00:00
|
|
|
float a = trunc(c.a * 255 + 0.01);
|
2011-02-19 10:57:28 +00:00
|
|
|
|
|
|
|
if(PS_ATST == 0) // never
|
|
|
|
{
|
|
|
|
discard;
|
|
|
|
}
|
|
|
|
else if(PS_ATST == 1) // always
|
|
|
|
{
|
|
|
|
// nothing to do
|
|
|
|
}
|
2012-03-08 17:43:21 +00:00
|
|
|
else if(PS_ATST == 2) // l
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-06-19 01:12:01 +00:00
|
|
|
#if PS_SPRITEHACK == 0
|
2012-07-23 16:39:56 +00:00
|
|
|
clip(AREF - a - 0.5f);
|
2012-06-19 01:12:01 +00:00
|
|
|
#endif
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
2012-03-08 17:43:21 +00:00
|
|
|
else if(PS_ATST == 3) // le
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-07-23 16:39:56 +00:00
|
|
|
clip(AREF - a + 0.5f);
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
2012-03-08 17:43:21 +00:00
|
|
|
else if(PS_ATST == 4) // e
|
|
|
|
{
|
2012-07-23 16:39:56 +00:00
|
|
|
clip(0.5f - abs(a - AREF));
|
|
|
|
}
|
|
|
|
else if(PS_ATST == 5) // ge
|
|
|
|
{
|
|
|
|
clip(a - AREF + 0.5f);
|
|
|
|
}
|
|
|
|
else if(PS_ATST == 6) // g
|
2011-02-19 10:57:28 +00:00
|
|
|
{
|
2012-07-23 16:39:56 +00:00
|
|
|
clip(a - AREF - 0.5f);
|
2011-02-19 10:57:28 +00:00
|
|
|
}
|
|
|
|
else if(PS_ATST == 7) // ne
|
|
|
|
{
|
|
|
|
clip(abs(a - AREF) - 0.5f);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 fog(float4 c, float f)
|
|
|
|
{
|
|
|
|
if(PS_FOG)
|
|
|
|
{
|
|
|
|
c.rgb = lerp(FogColor, c.rgb, f);
|
|
|
|
}
|
|
|
|
|
|
|
|
return c;
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 ps_color(PS_INPUT input)
|
|
|
|
{
|
|
|
|
datst(input);
|
|
|
|
|
|
|
|
float4 t = sample(input.t.xy, input.t.w);
|
|
|
|
|
|
|
|
float4 c = tfx(t, input.c);
|
|
|
|
|
|
|
|
atst(c);
|
|
|
|
|
|
|
|
c = fog(c, input.t.z);
|
|
|
|
|
|
|
|
if (PS_COLCLIP == 2)
|
|
|
|
{
|
|
|
|
c.rgb = 256./255. - c.rgb;
|
|
|
|
}
|
|
|
|
if (PS_COLCLIP > 0)
|
|
|
|
{
|
|
|
|
c.rgb *= c.rgb < 128./255;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(PS_CLR1) // needed for Cd * (As/Ad/F + 1) blending modes
|
|
|
|
{
|
|
|
|
c.rgb = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return c;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if SHADER_MODEL >= 0x400
|
|
|
|
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
|
|
{
|
|
|
|
if(VS_BPPZ == 1) // 24
|
|
|
|
{
|
|
|
|
input.z = input.z & 0xffffff;
|
|
|
|
}
|
|
|
|
else if(VS_BPPZ == 2) // 16
|
|
|
|
{
|
|
|
|
input.z = input.z & 0xffff;
|
|
|
|
}
|
|
|
|
|
|
|
|
VS_OUTPUT output;
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
float4 p = float4(input.p, input.z, 0) - float4(0.05f, 0.05f, 0, 0);
|
|
|
|
|
|
|
|
output.p = p * VertexScale - VertexOffset;
|
|
|
|
#if VS_RTCOPY
|
|
|
|
output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if(VS_TME)
|
|
|
|
{
|
|
|
|
if(VS_FST)
|
|
|
|
{
|
2012-01-19 04:53:36 +00:00
|
|
|
output.t.xy = input.uv * TextureScale;
|
2011-02-19 10:57:28 +00:00
|
|
|
output.t.w = 1.0f;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2012-01-19 04:53:36 +00:00
|
|
|
output.t.xy = input.st;
|
2011-02-19 10:57:28 +00:00
|
|
|
output.t.w = input.q;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
output.t.xy = 0;
|
|
|
|
output.t.w = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
output.c = input.c;
|
2012-01-08 17:10:00 +00:00
|
|
|
output.t.z = input.f.r;
|
2011-02-19 10:57:28 +00:00
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
|
|
|
#if GS_PRIM == 0
|
|
|
|
|
|
|
|
[maxvertexcount(1)]
|
|
|
|
void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
stream.Append(input[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif GS_PRIM == 1
|
|
|
|
|
|
|
|
[maxvertexcount(2)]
|
|
|
|
void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
#if GS_IIP == 0
|
|
|
|
input[0].c = input[1].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif GS_PRIM == 2
|
|
|
|
|
|
|
|
[maxvertexcount(3)]
|
|
|
|
void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
#if GS_IIP == 0
|
|
|
|
input[0].c = input[2].c;
|
|
|
|
input[1].c = input[2].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
stream.Append(input[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif GS_PRIM == 3
|
|
|
|
|
|
|
|
[maxvertexcount(4)]
|
|
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
|
|
{
|
|
|
|
input[0].p.z = input[1].p.z;
|
|
|
|
input[0].t.zw = input[1].t.zw;
|
|
|
|
|
|
|
|
#if GS_IIP == 0
|
|
|
|
input[0].c = input[1].c;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
VS_OUTPUT lb = input[1];
|
|
|
|
|
|
|
|
lb.p.x = input[0].p.x;
|
|
|
|
lb.t.x = input[0].t.x;
|
|
|
|
|
|
|
|
VS_OUTPUT rt = input[1];
|
|
|
|
|
|
|
|
rt.p.y = input[0].p.y;
|
|
|
|
rt.t.y = input[0].t.y;
|
|
|
|
|
|
|
|
stream.Append(input[0]);
|
|
|
|
stream.Append(lb);
|
|
|
|
stream.Append(rt);
|
|
|
|
stream.Append(input[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
|
|
{
|
|
|
|
float4 c = ps_color(input);
|
|
|
|
|
|
|
|
PS_OUTPUT output;
|
|
|
|
|
|
|
|
output.c1 = c.a * 2; // used for alpha blending
|
|
|
|
|
|
|
|
if(PS_AOUT) // 16 bit output
|
|
|
|
{
|
|
|
|
float a = 128.0f / 255; // alpha output will be 0x80
|
|
|
|
|
|
|
|
c.a = PS_FBA ? a : step(0.5, c.a) * a;
|
|
|
|
}
|
|
|
|
else if(PS_FBA)
|
|
|
|
{
|
|
|
|
if(c.a < 0.5) c.a += 0.5;
|
|
|
|
}
|
|
|
|
|
|
|
|
output.c0 = c;
|
|
|
|
|
|
|
|
return output;
|
|
|
|
}
|
|
|
|
|
|
|
|
#elif SHADER_MODEL <= 0x300
|
|
|
|
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
|
|
{
|
|
|
|
if(VS_BPPZ == 1) // 24
|
|
|
|
{
|
|
|
|
input.p.z = fmod(input.p.z, 0x1000000);
|
|
|
|
}
|
|
|
|
else if(VS_BPPZ == 2) // 16
|
|
|
|
{
|
|
|
|
input.p.z = fmod(input.p.z, 0x10000);
|
|
|
|
}
|
|
|
|
|
|
|
|
VS_OUTPUT output;
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// 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)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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float4 p = input.p - float4(0.05f, 0.05f, 0, 0);
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output.p = p * VertexScale - VertexOffset;
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#if VS_RTCOPY
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output.tp = (p * VertexScale - VertexOffset) * float4(0.5, -0.5, 0, 0) + 0.5;
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#endif
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if(VS_LOGZ)
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{
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output.p.z = log2(1.0f + input.p.z) / 32;
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}
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if(VS_TME)
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{
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if(VS_FST)
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{
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2012-03-08 17:18:22 +00:00
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output.t.xy = input.t * TextureScale;
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2011-02-19 10:57:28 +00:00
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output.t.w = 1.0f;
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}
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else
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{
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output.t.xy = input.t;
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output.t.w = input.p.w;
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}
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}
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else
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{
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output.t.xy = 0;
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output.t.w = 1.0f;
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}
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output.c = input.c;
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2012-01-08 17:10:00 +00:00
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output.t.z = input.f.b;
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2011-02-19 10:57:28 +00:00
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return output;
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}
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float4 ps_main(PS_INPUT input) : COLOR
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{
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float4 c = ps_color(input);
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c.a *= 2;
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return c;
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}
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#endif
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#endif
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