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
This commit is contained in:
ramapcsx2.code 2014-01-13 17:48:43 +00:00
parent 1155dd6e21
commit bdf5e650a6
1 changed files with 7 additions and 1 deletions

View File

@ -304,12 +304,18 @@ PS_OUTPUT ps_main9(PS_INPUT input) // triangular
{
PS_OUTPUT output;
float2 texdim, halfpixel;
// Needs DX9 conversion
/*float2 texdim, halfpixel;
Texture.GetDimensions(texdim.x, texdim.y);
if (ddy(input.t.y) * texdim.y > 0.5)
output.c = sample_c(input.t);
else
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));
*/
// replacement shader
int4 p = (int4)input.p;
output.c = ps_crt(input, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3);
return output;
}