mirror of https://github.com/PCSX2/pcsx2.git
Vulkan: Format tfx.glsl
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2bf74622a5
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@ -438,22 +438,22 @@ vec4 sample_c(vec2 uv)
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#endif
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#if PS_AUTOMATIC_LOD == 1
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return texture(Texture, uv);
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return texture(Texture, uv);
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#elif PS_MANUAL_LOD == 1
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = MinMax.x;
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float L = MinMax.y;
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float bias = MinMax.z;
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float max_lod = MinMax.w;
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = MinMax.x;
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float L = MinMax.y;
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float bias = MinMax.z;
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float max_lod = MinMax.w;
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float gs_lod = K - log2(abs(vsIn.t.w)) * L;
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// FIXME max useful ?
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//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
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float lod = min(gs_lod, max_lod) - bias;
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float gs_lod = K - log2(abs(vsIn.t.w)) * L;
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// FIXME max useful ?
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//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
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float lod = min(gs_lod, max_lod) - bias;
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return textureLod(Texture, uv, lod);
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return textureLod(Texture, uv, lod);
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#else
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return textureLod(Texture, uv, 0); // No lod
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return textureLod(Texture, uv, 0); // No lod
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#endif
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#endif
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}
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@ -976,27 +976,27 @@ void ps_dither(inout vec3 C)
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void ps_color_clamp_wrap(inout vec3 C)
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{
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture
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// so we need to limit the color depth on dithered items
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// When dithering the bottom 3 bits become meaningless and cause lines in the picture
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// so we need to limit the color depth on dithered items
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#if SW_BLEND || PS_DITHER || PS_FBMASK
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// Correct the Color value based on the output format
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// Correct the Color value based on the output format
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#if PS_COLCLIP == 0 && PS_HDR == 0
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// Standard Clamp
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C = clamp(C, vec3(0.0f), vec3(255.0f));
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// Standard Clamp
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C = clamp(C, vec3(0.0f), vec3(255.0f));
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#endif
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// FIXME rouding of negative float?
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// compiler uses trunc but it might need floor
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// FIXME rouding of negative float?
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// compiler uses trunc but it might need floor
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16 && PS_BLEND_MIX == 0
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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C = vec3(ivec3(C) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 || PS_HDR == 1
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C = vec3(ivec3(C) & ivec3(0xFF));
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C = vec3(ivec3(C) & ivec3(0xFF));
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#endif
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#endif
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@ -1010,67 +1010,67 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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// PABE
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#if PS_PABE
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// No blending so early exit
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if (As < 1.0f)
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return;
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// No blending so early exit
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if (As < 1.0f)
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return;
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#endif
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#if PS_FEEDBACK_LOOP_IS_NEEDED
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
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#else
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// Not used, but we define it to make the selection below simpler.
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vec4 RT = vec4(0.0f);
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// Not used, but we define it to make the selection below simpler.
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vec4 RT = vec4(0.0f);
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#endif
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// FIXME FMT_16 case
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// FIXME Ad or Ad * 2?
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float Ad = RT.a / 128.0f;
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// FIXME FMT_16 case
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// FIXME Ad or Ad * 2?
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float Ad = RT.a / 128.0f;
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// Let the compiler do its jobs !
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vec3 Cd = RT.rgb;
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vec3 Cs = Color.rgb;
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// Let the compiler do its jobs !
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vec3 Cd = RT.rgb;
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vec3 Cs = Color.rgb;
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#if PS_BLEND_A == 0
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vec3 A = Cs;
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vec3 A = Cs;
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#elif PS_BLEND_A == 1
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vec3 A = Cd;
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vec3 A = Cd;
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#else
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vec3 A = vec3(0.0f);
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vec3 A = vec3(0.0f);
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#endif
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#if PS_BLEND_B == 0
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vec3 B = Cs;
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vec3 B = Cs;
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#elif PS_BLEND_B == 1
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vec3 B = Cd;
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vec3 B = Cd;
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#else
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vec3 B = vec3(0.0f);
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vec3 B = vec3(0.0f);
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#endif
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#if PS_BLEND_C == 0
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float C = As;
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float C = As;
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#elif PS_BLEND_C == 1
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float C = Ad;
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float C = Ad;
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#else
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float C = Af;
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float C = Af;
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#endif
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#if PS_BLEND_D == 0
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vec3 D = Cs;
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vec3 D = Cs;
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#elif PS_BLEND_D == 1
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vec3 D = Cd;
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vec3 D = Cd;
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#else
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vec3 D = vec3(0.0f);
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vec3 D = vec3(0.0f);
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#endif
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// As/Af clamp alpha for Blend mix
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// We shouldn't clamp blend mix with clr1 as we want alpha higher
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float C_clamped = C;
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#if PS_BLEND_MIX > 0 && PS_CLR_HW != 1
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C_clamped = min(C_clamped, 1.0f);
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C_clamped = min(C_clamped, 1.0f);
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#endif
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#if PS_BLEND_A == PS_BLEND_B
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Color.rgb = D;
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Color.rgb = D;
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// In blend_mix, HW adds on some alpha factor * dst.
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// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
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// Instead, apply an offset to convert HW's round to a floor.
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@ -1087,25 +1087,25 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba)
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#endif
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#if PS_CLR_HW == 1
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// Replace Af with As so we can do proper compensation for Alpha.
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#if PS_BLEND_C == 2
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As_rgba = vec4(Af);
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#endif
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// Subtract 1 for alpha to compensate for the changed equation,
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// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
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// we pick the lowest overflow from all colors because it's the safest,
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// we divide by 255 the color because we don't know Cd value,
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// changed alpha should only be done for hw blend.
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vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
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As_rgba.rgb -= alpha_compensate;
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// Replace Af with As so we can do proper compensation for Alpha.
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#if PS_BLEND_C == 2
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As_rgba = vec4(Af);
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#endif
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// Subtract 1 for alpha to compensate for the changed equation,
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// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
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// we pick the lowest overflow from all colors because it's the safest,
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// we divide by 255 the color because we don't know Cd value,
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// changed alpha should only be done for hw blend.
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vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
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As_rgba.rgb -= alpha_compensate;
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#elif PS_CLR_HW == 2
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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// as that is the minimum color Cd can be,
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// then we multiply by alpha to get the minimum
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// blended value it can be.
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float color_compensate = 1.0f * (C + 1.0f);
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Color.rgb -= vec3(color_compensate);
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// Compensate slightly for Cd*(As + 1) - Cs*As.
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// The initial factor we chose is 1 (0.00392)
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// as that is the minimum color Cd can be,
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// then we multiply by alpha to get the minimum
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// blended value it can be.
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float color_compensate = 1.0f * (C + 1.0f);
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Color.rgb -= vec3(color_compensate);
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#endif
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#else
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@ -1136,40 +1136,40 @@ void main()
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{
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#if PS_SCANMSK & 2
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// fail depth test on prohibited lines
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if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
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if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
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discard;
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#endif
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#if PS_DATE >= 5
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#if PS_WRITE_RG == 1
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// Pseudo 16 bits access.
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float rt_a = sample_from_rt().g;
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// Pseudo 16 bits access.
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float rt_a = sample_from_rt().g;
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#else
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float rt_a = sample_from_rt().a;
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float rt_a = sample_from_rt().a;
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#endif
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#if (PS_DATE & 3) == 1
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// DATM == 0: Pixel with alpha equal to 1 will failed
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bool bad = (127.5f / 255.0f) < rt_a;
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// DATM == 0: Pixel with alpha equal to 1 will failed
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bool bad = (127.5f / 255.0f) < rt_a;
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#elif (PS_DATE & 3) == 2
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// DATM == 1: Pixel with alpha equal to 0 will failed
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bool bad = rt_a < (127.5f / 255.0f);
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// DATM == 1: Pixel with alpha equal to 0 will failed
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bool bad = rt_a < (127.5f / 255.0f);
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#endif
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if (bad) {
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discard;
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}
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if (bad) {
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discard;
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}
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#endif // PS_DATE >= 5
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#if PS_DATE == 3
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int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
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// the bad alpha value so we must keep it.
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int stencil_ceil = int(texelFetch(PrimMinTexture, ivec2(gl_FragCoord.xy), 0).r);
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
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// the bad alpha value so we must keep it.
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if (gl_PrimitiveID > stencil_ceil) {
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discard;
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}
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if (gl_PrimitiveID > stencil_ceil) {
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discard;
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}
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#endif
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vec4 C = ps_color();
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@ -1205,77 +1205,77 @@ void main()
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#endif
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#endif
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// Must be done before alpha correction
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// Must be done before alpha correction
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// AA (Fixed one) will output a coverage of 1.0 as alpha
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// AA (Fixed one) will output a coverage of 1.0 as alpha
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#if PS_FIXED_ONE_A
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C.a = 128.0f;
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C.a = 128.0f;
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#endif
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#if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
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vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
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vec4 alpha_blend = vec4(RT.a / 128.0f);
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vec4 RT = trunc(subpassLoad(RtSampler) * 255.0f + 0.1f);
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vec4 alpha_blend = vec4(RT.a / 128.0f);
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#else
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vec4 alpha_blend = vec4(C.a / 128.0f);
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vec4 alpha_blend = vec4(C.a / 128.0f);
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#endif
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// Correct the ALPHA value based on the output format
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#if (PS_DFMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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// Get first primitive that will write a failling alpha value
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// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1
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// DATM == 0
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// Pixel with alpha equal to 1 will failed (128-255)
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// DATM == 0
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// Pixel with alpha equal to 1 will failed (128-255)
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o_col0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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#elif PS_DATE == 2
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// DATM == 1
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// Pixel with alpha equal to 0 will failed (0-127)
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o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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// DATM == 1
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// Pixel with alpha equal to 0 will failed (0-127)
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o_col0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
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#else
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ps_blend(C, alpha_blend);
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ps_dither(C.rgb);
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ps_dither(C.rgb);
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// Color clamp/wrap needs to be done after sw blending and dithering
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ps_color_clamp_wrap(C.rgb);
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// Color clamp/wrap needs to be done after sw blending and dithering
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ps_color_clamp_wrap(C.rgb);
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ps_fbmask(C);
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ps_fbmask(C);
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#if !PS_NO_COLOR
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#if PS_HDR == 1
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o_col0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
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#else
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o_col0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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o_col1 = alpha_blend;
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#endif
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#if !PS_NO_COLOR
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#if PS_HDR == 1
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o_col0 = vec4(C.rgb / 65535.0f, C.a / 255.0f);
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#else
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o_col0 = C / 255.0f;
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#endif
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#if !defined(DISABLE_DUAL_SOURCE) && !PS_NO_COLOR1
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o_col1 = alpha_blend;
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#endif
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#if PS_NO_ABLEND
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// write alpha blend factor into col0
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o_col0.a = alpha_blend.a;
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#endif
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#if PS_ONLY_ALPHA
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// rgb isn't used
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o_col0.rgb = vec3(0.0f);
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#endif
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#endif
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#if PS_NO_ABLEND
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// write alpha blend factor into col0
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o_col0.a = alpha_blend.a;
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#endif
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#if PS_ONLY_ALPHA
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// rgb isn't used
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o_col0.rgb = vec3(0.0f);
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#endif
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#endif
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#if PS_ZCLAMP
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gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
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#endif
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#if PS_ZCLAMP
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gl_FragDepth = min(gl_FragCoord.z, MaxDepthPS);
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#endif
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#endif // PS_DATE
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#endif // PS_DATE
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}
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#endif
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