mirror of https://github.com/PCSX2/pcsx2.git
gsdx-hw: Add zclamping to ps/fs.
Add zclamping to ps/fs, enable vs, ps/fs clamp when needed with a macro.
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@ -105,7 +105,7 @@ public:
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GSVector4i FbMask;
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GSVector4 TC_OffsetHack;
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GSVector4 Af;
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GSVector4 Af_MaxDepth;
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GSVector4 DitherMatrix[4];
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PSConstantBuffer()
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@ -118,7 +118,7 @@ public:
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MskFix = GSVector4i::zero();
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ChannelShuffle = GSVector4i::zero();
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FbMask = GSVector4i::zero();
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Af = GSVector4::zero();
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Af_MaxDepth = GSVector4::zero();
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DitherMatrix[0] = GSVector4::zero();
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DitherMatrix[1] = GSVector4::zero();
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@ -241,6 +241,9 @@ public:
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// Dithering
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uint32 dither:2;
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// Depth clamp
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uint32 zclamp:1;
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// Hack
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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@ -248,7 +251,7 @@ public:
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uint32 point_sampler:1;
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uint32 invalid_tex0:1; // Lupin the 3rd
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uint32 _free:16;
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uint32 _free:15;
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};
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uint64 key;
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@ -163,12 +163,25 @@ void GSRendererDX11::EmulateZbuffer()
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// Clamping is done after rasterization.
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const uint32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8);
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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ps_cb.Af_MaxDepth.y = 1.0f;
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m_ps_sel.zclamp = 0;
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if (clamp_z)
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{
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// FIXME: Do z clamping for sprites on vs, triangles on ps.
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if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS)
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{
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vs_cb.MaxDepth = GSVector2i(max_z);
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}
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else
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{
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ps_cb.Af_MaxDepth.y = max_z * ldexpf(1, -32);
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m_ps_sel.zclamp = 1;
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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// Minor optimization of a corner case (it allow to better emulate some alpha test effects)
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@ -581,7 +594,7 @@ void GSRendererDX11::EmulateBlending()
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// Require the fix alpha vlaue
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if (ALPHA.C == 2)
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ps_cb.Af.x = (float)ALPHA.FIX / 128.0f;
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ps_cb.Af_MaxDepth.x = (float)ALPHA.FIX / 128.0f;
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}
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else
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{
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@ -219,6 +219,7 @@ void GSDevice11::SetupPS(PSSelector sel, const PSConstantBuffer* cb, PSSamplerSe
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sm.AddMacro("PS_BLEND_C", sel.blend_c);
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sm.AddMacro("PS_BLEND_D", sel.blend_d);
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sm.AddMacro("PS_DITHER", sel.dither);
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sm.AddMacro("PS_ZCLAMP", sel.zclamp);
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CComPtr<ID3D11PixelShader> ps;
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@ -983,6 +983,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_FBMASK %d\n", sel.fbmask)
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+ format("#define PS_HDR %d\n", sel.hdr)
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+ format("#define PS_DITHER %d\n", sel.dither)
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+ format("#define PS_ZCLAMP %d\n", sel.zclamp)
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// + format("#define PS_PABE %d\n", sel.pabe)
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;
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@ -198,6 +198,8 @@ public:
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GSVector4 HalfTexel;
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GSVector4 MinMax;
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GSVector4 TC_OH_TS;
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GSVector4 MaxDepth;
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GSVector4 DitherMatrix[4];
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PSConstantBuffer()
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@ -210,6 +212,7 @@ public:
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MskFix = GSVector4i::zero();
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TC_OH_TS = GSVector4::zero();
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FbMask = GSVector4i::zero();
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MaxDepth = GSVector4::zero();
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DitherMatrix[0] = GSVector4::zero();
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DitherMatrix[1] = GSVector4::zero();
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@ -225,7 +228,7 @@ public:
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// if WH matches both HalfTexel and TC_OH_TS do too
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// MinMax depends on WH and MskFix so no need to check it too
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if(!((a[0] == b[0]) & (a[1] == b[1]) & (a[2] == b[2]) & (a[3] == b[3]) & (a[4] == b[4])
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& (a[8] == b[8]) & (a[9] == b[9]) & (a[10] == b[10]) & (a[11] == b[11])).alltrue())
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& (a[8] == b[8]) & (a[9] == b[9]) & (a[10] == b[10]) & (a[11] == b[11]) & (a[12] == b[12])).alltrue())
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{
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// Note previous check uses SSE already, a plain copy will be faster than any memcpy
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a[0] = b[0];
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@ -236,9 +239,11 @@ public:
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a[5] = b[5];
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a[8] = b[8];
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a[9] = b[9];
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a[10] = b[10];
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a[11] = b[11];
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a[12] = b[12];
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return true;
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}
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@ -303,6 +308,9 @@ public:
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// Dithering
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uint32 dither:2;
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// Depth clamp
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uint32 zclamp:1;
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// Hack
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uint32 tcoffsethack:1;
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uint32 urban_chaos_hle:1;
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@ -313,7 +321,7 @@ public:
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uint32 point_sampler:1;
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uint32 invalid_tex0:1; // Lupin the 3rd
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uint32 _free2:8;
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uint32 _free2:7;
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};
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uint64 key;
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@ -175,11 +175,18 @@ void GSRendererOGL::EmulateZbuffer()
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// Clamping is done after rasterization.
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const uint32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8);
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const bool clamp_z = (uint32)(GSVector4i(m_vt.m_max.p).z) > max_z;
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vs_cb.MaxDepth = GSVector2i(0xFFFFFFFF);
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ps_cb.MaxDepth = GSVector4(1.0f);
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m_ps_sel.zclamp = 0;
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if (clamp_z) {
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// FIXME: Do z clamping for sprites on vs, triangles on ps.
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if (m_vt.m_primclass == GS_SPRITE_CLASS)
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if (m_vt.m_primclass == GS_SPRITE_CLASS || m_vt.m_primclass == GS_POINT_CLASS) {
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vs_cb.MaxDepth = GSVector2i(max_z);
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} else {
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ps_cb.MaxDepth = GSVector4(max_z * ldexpf(1, -32));
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m_ps_sel.zclamp = 1;
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}
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}
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GSVertex* v = &m_vertex.buff[0];
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@ -95,6 +95,9 @@ layout(std140, binding = 21) uniform cb21
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vec2 TextureScale;
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vec2 TC_OffsetHack;
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float MaxDepthPS;
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vec3 pad_cb21;
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mat4 DitherMatrix;
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};
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#endif
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@ -877,6 +877,10 @@ void ps_main()
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// #endif
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SV_Target0 = C / 255.0f;
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SV_Target1 = vec4(alpha_blend);
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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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}
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#endif
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@ -49,6 +49,7 @@
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#define PS_BLEND_C 0
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#define PS_BLEND_D 0
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#define PS_DITHER 0
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#define PS_ZCLAMP 0
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#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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@ -85,6 +86,9 @@ 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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#if PS_ZCLAMP
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float depth : SV_Depth;
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#endif
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};
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Texture2D<float4> Texture : register(t0);
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@ -117,7 +121,8 @@ cbuffer cb1
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uint4 FbMask;
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float4 TC_OffsetHack;
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float Af;
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float3 _pad;
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float MaxDepthPS;
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float2 pad_cb1;
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float4x4 DitherMatrix;
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};
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@ -778,6 +783,10 @@ PS_OUTPUT ps_main(PS_INPUT input)
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output.c0 = C / 255.0f;
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output.c1 = (float4)(alpha_blend);
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#if PS_ZCLAMP
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output.depth = min(input.p.z, MaxDepthPS);
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#endif
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return output;
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}
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