mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Quick workaround for DX9 until the shader is adapted.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5813 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -304,12 +304,18 @@ PS_OUTPUT ps_main9(PS_INPUT input) // triangular
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{
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{
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PS_OUTPUT output;
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PS_OUTPUT output;
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float2 texdim, halfpixel;
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// Needs DX9 conversion
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/*float2 texdim, halfpixel;
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Texture.GetDimensions(texdim.x, texdim.y);
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Texture.GetDimensions(texdim.x, texdim.y);
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if (ddy(input.t.y) * texdim.y > 0.5)
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if (ddy(input.t.y) * texdim.y > 0.5)
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output.c = sample_c(input.t);
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output.c = sample_c(input.t);
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else
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else
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output.c = (0.5 - 0.5 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y));
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output.c = (0.5 - 0.5 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y));
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*/
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// replacement shader
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int4 p = (int4)input.p;
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output.c = ps_crt(input, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3);
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return output;
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return output;
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}
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}
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