mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Adjust RTA shader precision.
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@ -139,7 +139,7 @@ PS_OUTPUT ps_rta_correction(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(value.rgb, (value.a * 255.0f) / 127.5f);
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output.c = float4(value.rgb, (value.a * 255.0f + 0.1f) / 127.5f);
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return output;
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}
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@ -147,7 +147,7 @@ PS_OUTPUT ps_rta_decorrection(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 value = sample_c(input.t);
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output.c = float4(value.rgb, (value.a * 127.5f) / 255.0f);
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output.c = float4(value.rgb, (value.a * 127.5f + 0.1f) / 255.0f);
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return output;
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}
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@ -337,7 +337,7 @@ void ps_datm0_rta_correction()
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void ps_rta_correction()
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{
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vec4 value = sample_c();
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SV_Target0 = vec4(value.rgb, (value.a * 255.0f) / 127.5f);
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SV_Target0 = vec4(value.rgb, (value.a * 255.0f + 0.1f) / 127.5f);
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}
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#endif
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@ -345,7 +345,7 @@ void ps_rta_correction()
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void ps_rta_decorrection()
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{
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vec4 value = sample_c();
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SV_Target0 = vec4(value.rgb, (value.a * 127.5f) / 255.0f);
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SV_Target0 = vec4(value.rgb, (value.a * 127.5f + 0.1f) / 255.0f);
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}
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#endif
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@ -114,7 +114,7 @@ void ps_datm0_rta_correction()
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void ps_rta_correction()
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{
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vec4 value = sample_c(v_tex);
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o_col0 = vec4(value.rgb, (value.a * 255.0f) / 127.5f);
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o_col0 = vec4(value.rgb, (value.a * 255.0f + 0.1f) / 127.5f);
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}
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#endif
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@ -122,7 +122,7 @@ void ps_rta_correction()
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void ps_rta_decorrection()
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{
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vec4 value = sample_c(v_tex);
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o_col0 = vec4(value.rgb, (value.a * 127.5f) / 255.0f);
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o_col0 = vec4(value.rgb, (value.a * 127.5f + 0.1f) / 255.0f);
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}
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#endif
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@ -129,13 +129,13 @@ fragment float4 ps_primid_rta_init_datm0(float4 p [[position]], DirectReadTextur
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fragment float4 ps_rta_correction(float4 p [[position]], DirectReadTextureIn<float> tex)
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{
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float4 in = tex.read(p);
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return float4(in.rgb, (in.a * 255.f) / 127.5f);
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return float4(in.rgb, (in.a * 255.f + 0.1f) / 127.5f);
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}
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fragment float4 ps_rta_decorrection(float4 p [[position]], DirectReadTextureIn<float> tex)
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{
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float4 in = tex.read(p);
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return float4(in.rgb, (in.a * 127.5f) / 255.f);
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return float4(in.rgb, (in.a * 127.5f + 0.1f) / 255.f);
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}
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fragment float4 ps_hdr_init(float4 p [[position]], DirectReadTextureIn<float> tex)
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