gsdx-ogl: port Asmodean shader to GLSL

I only checked the default configuration (on Nvidia). Please report any issue with it.
This commit is contained in:
Gregory Hainaut 2014-11-10 10:33:45 +01:00
parent 8c90e7cafc
commit cbf2e740e3
1 changed files with 186 additions and 74 deletions

View File

@ -15,15 +15,61 @@
|#################################################################################| |#################################################################################|
\*===============================================================================*/ \*===============================================================================*/
#if (SHADER_MODEL <= 0x300) #ifndef SHADER_MODEL
#define GLSL 1
#else
#define GLSL 0
#endif
#if defined(SHADER_MODEL) && (SHADER_MODEL <= 0x300)
#error GSdx FX requires shader model 4.0(Direct3D10) or higher. Use GSdx DX10/11. #error GSdx FX requires shader model 4.0(Direct3D10) or higher. Use GSdx DX10/11.
#endif #endif
#ifdef SHADER_MODEL
#include "GSdx_FX_Settings.ini" #include "GSdx_FX_Settings.ini"
#endif
/*------------------------------------------------------------------------------ /*------------------------------------------------------------------------------
[GLOBALS|FUNCTIONS] [GLOBALS|FUNCTIONS]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
#if (GLSL == 1)
#define int2 ivec2
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define static
#define lerp(x,y,s) mix(x,y,s)
#define saturate(x) clamp(x, 0.0, 1.0)
#define SamplerState sampler2D
struct vertex_basic
{
vec4 p;
vec2 t;
};
#ifdef ENABLE_BINDLESS_TEX
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
in SHADER
{
vec4 p;
vec2 t;
} PSin;
layout(location = 0) out vec4 SV_Target0;
layout(std140, binding = 14) uniform cb10
{
vec2 _xyFrame;
vec4 _rcpFrame;
};
#else
Texture2D Texture : register(t0); Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0); SamplerState TextureSampler : register(s0);
@ -50,6 +96,7 @@ struct PS_OUTPUT
{ {
float4 c : SV_Target0; float4 c : SV_Target0;
}; };
#endif
static float2 screenSize = _xyFrame; static float2 screenSize = _xyFrame;
static float2 pixelSize = _rcpFrame.xy; static float2 pixelSize = _rcpFrame.xy;
@ -61,6 +108,16 @@ float RGBLuminance(float3 color)
return dot(color.rgb, lumCoeff); return dot(color.rgb, lumCoeff);
} }
float4 sample_tex(SamplerState texSample, float2 t)
{
#if (GLSL == 1)
return texture(texSample, t);
#else
return Texture.Sample(texSample, t);
#endif
}
/*------------------------------------------------------------------------------ /*------------------------------------------------------------------------------
[FXAA CODE SECTION] [FXAA CODE SECTION]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
@ -69,6 +126,8 @@ float RGBLuminance(float3 color)
#if (SHADER_MODEL >= 0x500) #if (SHADER_MODEL >= 0x500)
#define FXAA_HLSL_5 1 #define FXAA_HLSL_5 1
#define FXAA_GATHER4_ALPHA 1 #define FXAA_GATHER4_ALPHA 1
#elif (GLSL == 1)
#define FXAA_GATHER4_ALPHA 1
#else #else
#define FXAA_HLSL_4 1 #define FXAA_HLSL_4 1
#define FXAA_GATHER4_ALPHA 0 #define FXAA_GATHER4_ALPHA 0
@ -559,12 +618,12 @@ float4 SampleBiLinear(SamplerState texSample, float2 texcoord)
float2 uvCoord = float2((float(nX) + OffsetAmount) / screenSize.x, (float(nY) + OffsetAmount) / screenSize.y); float2 uvCoord = float2((float(nX) + OffsetAmount) / screenSize.x, (float(nY) + OffsetAmount) / screenSize.y);
// Take nearest two data in current row. // Take nearest two data in current row.
float4 SampleA = Texture.Sample(texSample, uvCoord); float4 SampleA = sample_tex(texSample, uvCoord);
float4 SampleB = Texture.Sample(texSample, uvCoord + float2(texelSizeX, 0.0)); float4 SampleB = sample_tex(texSample, uvCoord + float2(texelSizeX, 0.0));
// Take nearest two data in bottom row. // Take nearest two data in bottom row.
float4 SampleC = Texture.Sample(texSample, uvCoord + float2(0.0, texelSizeY)); float4 SampleC = sample_tex(texSample, uvCoord + float2(0.0, texelSizeY));
float4 SampleD = Texture.Sample(texSample, uvCoord + float2(texelSizeX, texelSizeY)); float4 SampleD = sample_tex(texSample, uvCoord + float2(texelSizeX, texelSizeY));
float LX = frac(texcoord.x * screenSize.x); //Get Interpolation factor for X direction. float LX = frac(texcoord.x * screenSize.x); //Get Interpolation factor for X direction.
@ -618,7 +677,7 @@ float4 BicubicFilter(SamplerState texSample, float2 texcoord)
{ {
for (int n = -1; n <= 2; n++) for (int n = -1; n <= 2; n++)
{ {
float4 Samples = Texture.Sample(texSample, uvCoord + float4 Samples = sample_tex(texSample, uvCoord +
float2(texelSizeX * float(m), texelSizeY * float(n))); float2(texelSizeX * float(m), texelSizeY * float(n)));
float vc1 = Interpolation(float(m) - a); float vc1 = Interpolation(float(m) - a);
@ -661,36 +720,36 @@ float4 GaussianPass(float4 color, float2 texcoord)
float2 dx2 = 2.0 * dx; float2 dx2 = 2.0 * dx;
float2 dy2 = 2.0 * dy; float2 dy2 = 2.0 * dy;
float4 gaussian = Texture.Sample(TextureSampler, texcoord); float4 gaussian = sample_tex(TextureSampler, texcoord);
gaussian += Texture.Sample(TextureSampler, texcoord - dx2 + dy2); gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy2);
gaussian += Texture.Sample(TextureSampler, texcoord - dx + dy2); gaussian += sample_tex(TextureSampler, texcoord - dx + dy2);
gaussian += Texture.Sample(TextureSampler, texcoord + dy2); gaussian += sample_tex(TextureSampler, texcoord + dy2);
gaussian += Texture.Sample(TextureSampler, texcoord + dx + dy2); gaussian += sample_tex(TextureSampler, texcoord + dx + dy2);
gaussian += Texture.Sample(TextureSampler, texcoord + dx2 + dy2); gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy2);
gaussian += Texture.Sample(TextureSampler, texcoord - dx2 + dy); gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy);
gaussian += Texture.Sample(TextureSampler, texcoord - dx + dy); gaussian += sample_tex(TextureSampler, texcoord - dx + dy);
gaussian += Texture.Sample(TextureSampler, texcoord + dy); gaussian += sample_tex(TextureSampler, texcoord + dy);
gaussian += Texture.Sample(TextureSampler, texcoord + dx + dy); gaussian += sample_tex(TextureSampler, texcoord + dx + dy);
gaussian += Texture.Sample(TextureSampler, texcoord + dx2 + dy); gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy);
gaussian += Texture.Sample(TextureSampler, texcoord - dx2); gaussian += sample_tex(TextureSampler, texcoord - dx2);
gaussian += Texture.Sample(TextureSampler, texcoord - dx); gaussian += sample_tex(TextureSampler, texcoord - dx);
gaussian += Texture.Sample(TextureSampler, texcoord + dx); gaussian += sample_tex(TextureSampler, texcoord + dx);
gaussian += Texture.Sample(TextureSampler, texcoord + dx2); gaussian += sample_tex(TextureSampler, texcoord + dx2);
gaussian += Texture.Sample(TextureSampler, texcoord - dx2 - dy); gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy);
gaussian += Texture.Sample(TextureSampler, texcoord - dx - dy); gaussian += sample_tex(TextureSampler, texcoord - dx - dy);
gaussian += Texture.Sample(TextureSampler, texcoord - dy); gaussian += sample_tex(TextureSampler, texcoord - dy);
gaussian += Texture.Sample(TextureSampler, texcoord + dx - dy); gaussian += sample_tex(TextureSampler, texcoord + dx - dy);
gaussian += Texture.Sample(TextureSampler, texcoord + dx2 - dy); gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy);
gaussian += Texture.Sample(TextureSampler, texcoord - dx2 - dy2); gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy2);
gaussian += Texture.Sample(TextureSampler, texcoord - dx - dy2); gaussian += sample_tex(TextureSampler, texcoord - dx - dy2);
gaussian += Texture.Sample(TextureSampler, texcoord - dy2); gaussian += sample_tex(TextureSampler, texcoord - dy2);
gaussian += Texture.Sample(TextureSampler, texcoord + dx - dy2); gaussian += sample_tex(TextureSampler, texcoord + dx - dy2);
gaussian += Texture.Sample(TextureSampler, texcoord + dx2 - dy2); gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy2);
gaussian /= 25.0; gaussian /= 25.0;
@ -739,10 +798,10 @@ float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
coord01 = (coord01 + 0.5) * rec_nrCP; coord01 = (coord01 + 0.5) * rec_nrCP;
coord11 = (coord11 + 0.5) * rec_nrCP; coord11 = (coord11 + 0.5) * rec_nrCP;
float4 tex00 = Texture.SampleLevel(tex, coord00, 0); float4 tex00 = sample_texLevel(tex, coord00, 0);
float4 tex10 = Texture.SampleLevel(tex, coord10, 0); float4 tex10 = sample_texLevel(tex, coord10, 0);
float4 tex01 = Texture.SampleLevel(tex, coord01, 0); float4 tex01 = sample_texLevel(tex, coord01, 0);
float4 tex11 = Texture.SampleLevel(tex, coord11, 0); float4 tex11 = sample_texLevel(tex, coord11, 0);
tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y)); tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y));
tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y)); tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y));
@ -765,7 +824,7 @@ float4 BiCubicScalarPass(float4 color, float2 texcoord)
#if (LANCZOS_SCALAR == 1) #if (LANCZOS_SCALAR == 1)
float3 pixel(float xpos, float ypos) float3 pixel(float xpos, float ypos)
{ {
return Texture.Sample(TextureSampler, float2(xpos, ypos)).rgb; return sample_tex(TextureSampler, float2(xpos, ypos)).rgb;
} }
float3 line_run(float ypos, float4 xpos, float4 linetaps) float3 line_run(float ypos, float4 xpos, float4 linetaps)
@ -882,7 +941,7 @@ float4 SampleBicubic(in SamplerState texSample, in float2 texcoord)
{ {
for (int n = -1; n <= 2; n++) for (int n = -1; n <= 2; n++)
{ {
float4 Samples = Texture.Sample(texSample, uvCoord + float4 Samples = sample_tex(texSample, uvCoord +
float2(texelSizeX * float(m), texelSizeY * float(n))); float2(texelSizeX * float(m), texelSizeY * float(n)));
float vc1 = Cubic(float(m) - a); float vc1 = Cubic(float(m) - a);
@ -943,7 +1002,6 @@ float4 VibrancePass(float4 color, float2 texcoord)
/*------------------------------------------------------------------------------ /*------------------------------------------------------------------------------
[BLENDED BLOOM CODE SECTION] [BLENDED BLOOM CODE SECTION]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
#if (BLENDED_BLOOM == 1) #if (BLENDED_BLOOM == 1)
float3 BlendAddLight(float3 color, float3 bloom) float3 BlendAddLight(float3 color, float3 bloom)
{ {
@ -978,10 +1036,10 @@ float3 BlendOverlay(float3 color, float3 bloom)
float4 PyramidFilter(SamplerState tex, float2 texcoord, float2 width) float4 PyramidFilter(SamplerState tex, float2 texcoord, float2 width)
{ {
float4 color = Texture.Sample(tex, texcoord + float2(0.5, 0.5) * width); float4 color = sample_tex(tex, texcoord + float2(0.5, 0.5) * width);
color += Texture.Sample(tex, texcoord + float2(-0.5, 0.5) * width); color += sample_tex(tex, texcoord + float2(-0.5, 0.5) * width);
color += Texture.Sample(tex, texcoord + float2(0.5, -0.5) * width); color += sample_tex(tex, texcoord + float2(0.5, -0.5) * width);
color += Texture.Sample(tex, texcoord + float2(-0.5, -0.5) * width); color += sample_tex(tex, texcoord + float2(-0.5, -0.5) * width);
color *= 0.25; color *= 0.25;
return color; return color;
@ -1013,34 +1071,34 @@ float4 BloomPass(float4 color, float2 texcoord)
float4 bloomBlend = bloom * 0.22520613262190495; float4 bloomBlend = bloom * 0.22520613262190495;
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord - dx2 + dy2); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - dx2 + dy2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx + dy2); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx + dy2);
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord + dy2); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + dy2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx + dy2); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx + dy2);
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord + dx2 + dy2); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + dx2 + dy2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx2 + dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx2 + dy);
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord - dx + dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx + dy);
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord + dy); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dy);
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord + dx + dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx + dy);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx2 + dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx2 + dy);
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord - dx2); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - dx2);
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord - dx); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dx);
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord + dx); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dx);
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord + dx2); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + dx2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx2 - dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx2 - dy);
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord - dx - dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx - dy);
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord - dy); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dy);
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord + dx - dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx - dy);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx2 - dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx2 - dy);
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord - dx2 - dy2); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - dx2 - dy2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx - dy2); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx - dy2);
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord - dy2); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - dy2);
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx - dy2); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx - dy2);
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord + dx2 - dy2); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + dx2 - dy2);
bloomBlend = lerp(color, bloomBlend, float(BlendStrength)); bloomBlend = lerp(color, bloomBlend, float(BlendStrength));
bloom.rgb = BloomType(bloom.rgb, bloomBlend.rgb); bloom.rgb = BloomType(bloom.rgb, bloomBlend.rgb);
@ -1054,7 +1112,6 @@ float4 BloomPass(float4 color, float2 texcoord)
return color; return color;
} }
#endif #endif
/*------------------------------------------------------------------------------ /*------------------------------------------------------------------------------
[COLOR CORRECTION/TONE MAPPING CODE SECTION] [COLOR CORRECTION/TONE MAPPING CODE SECTION]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
@ -1072,7 +1129,7 @@ float3 FilmicTonemap(float3 color)
float W = float(WhitePoint); float W = float(WhitePoint);
float3 numerator = ((Q*(A*Q + C*B) + D*E) / (Q*(A*Q + B) + D*F)) - E / F; float3 numerator = ((Q*(A*Q + C*B) + D*E) / (Q*(A*Q + B) + D*F)) - E / F;
float3 denominator = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F; float denominator = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F;
color.xyz = numerator / denominator; color.xyz = numerator / denominator;
@ -1088,8 +1145,14 @@ float3 ColorShift(float3 color)
colMood.b = float(BlueShift); colMood.b = float(BlueShift);
float fLum = RGBLuminance(color.rgb); float fLum = RGBLuminance(color.rgb);
#if (GLSL == 1)
// Is HLSL float3(x) equivalent to float3(x,x,x) ?
colMood = lerp(float3(0.0), colMood, saturate(fLum * 2.0));
colMood = lerp(colMood, float3(1.0), saturate(fLum - 0.5) * 2.0);
#else
colMood = lerp(0.0, colMood, saturate(fLum * 2.0)); colMood = lerp(0.0, colMood, saturate(fLum * 2.0));
colMood = lerp(colMood, 1.0, saturate(fLum - 0.5) * 2.0); colMood = lerp(colMood, 1.0, saturate(fLum - 0.5) * 2.0);
#endif
float3 colOutput = lerp(color, colMood, saturate(fLum * float(ShiftRatio))); float3 colOutput = lerp(color, colMood, saturate(fLum * float(ShiftRatio)));
return colOutput; return colOutput;
@ -1108,7 +1171,11 @@ float3 ColorCorrection(float3 color)
return saturate(color); return saturate(color);
} }
#if (GLSL == 1)
float4 TonemapPass(float4 color, float2 texcoord)
#else
float4 TonemapPass(float4 color, float2 texcoord) : COLOR0 float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
#endif
{ {
const float delta = 0.001f; const float delta = 0.001f;
const float wpoint = pow(1.002f, 2.0f); const float wpoint = pow(1.002f, 2.0f);
@ -1118,11 +1185,24 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
if (FilmicProcess == 0) { color.rgb = FilmicTonemap(color.rgb); } if (FilmicProcess == 0) { color.rgb = FilmicTonemap(color.rgb); }
// RGB -> XYZ conversion // RGB -> XYZ conversion
#if (GLSL == 1)
// GLSL is column major whereas HLSL is row major ...
const mat3 RGB2XYZ = mat3 (
0.4124564, 0.2126729, 0.0193339, // first column (not row)
0.3575761, 0.7151522, 0.1191920, // 2nd column
0.1804375, 0.0721750, 0.9503041 // 3rd column
);
#else
const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375, const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375,
0.2126729, 0.7151522, 0.0721750, 0.2126729, 0.7151522, 0.0721750,
0.0193339, 0.1191920, 0.9503041 }; 0.0193339, 0.1191920, 0.9503041 };
#endif
#if (GLSL == 1)
float3 XYZ = RGB2XYZ * color.rgb;
#else
float3 XYZ = mul(RGB2XYZ, color.rgb); float3 XYZ = mul(RGB2XYZ, color.rgb);
#endif
// XYZ -> Yxy conversion // XYZ -> Yxy conversion
float3 Yxy; float3 Yxy;
@ -1154,11 +1234,24 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
if (CorrectionPalette == 3) { XYZ.rgb = ColorCorrection(XYZ.rgb); } if (CorrectionPalette == 3) { XYZ.rgb = ColorCorrection(XYZ.rgb); }
// XYZ -> RGB conversion // XYZ -> RGB conversion
#if (GLSL == 1)
// GLSL is column major whereas HLSL is row major ...
const mat3 XYZ2RGB = mat3 (
3.2404542, -0.9692660, 0.0556434, // first column (not row)
-1.5371385, 1.8760108, -0.2040259, // 2nd column
-0.4985314, 0.0415560, 1.0572252 // 3rd column
);
#else
const float3x3 XYZ2RGB = { 3.2404542,-1.5371385,-0.4985314, const float3x3 XYZ2RGB = { 3.2404542,-1.5371385,-0.4985314,
-0.9692660, 1.8760108, 0.0415560, -0.9692660, 1.8760108, 0.0415560,
0.0556434,-0.2040259, 1.0572252 }; 0.0556434,-0.2040259, 1.0572252 };
#endif
#if (GLSL == 1)
color.rgb = XYZ2RGB * XYZ;
#else
color.rgb = mul(XYZ2RGB, XYZ); color.rgb = mul(XYZ2RGB, XYZ);
#endif
color.a = RGBLuminance(color.rgb); color.a = RGBLuminance(color.rgb);
return saturate(color); return saturate(color);
@ -1298,7 +1391,7 @@ float4 CelPass(float4 color, float2 texcoord)
for (int i = 0; i < NUM; i++) for (int i = 0; i < NUM; i++)
{ {
col[i] = Texture.Sample(TextureSampler, texcoord + c[i] * RoundingOffset).rgb; col[i] = sample_tex(TextureSampler, texcoord + c[i] * RoundingOffset).rgb;
#if (ColorRounding == 1) #if (ColorRounding == 1)
col[i].r = saturate(round(col[i].r * thresholds.r) / thresholds.r); col[i].r = saturate(round(col[i].r * thresholds.r) / thresholds.r);
@ -1320,11 +1413,11 @@ float4 CelPass(float4 color, float2 texcoord)
float3 shadedColor = (sum / NUM); float3 shadedColor = (sum / NUM);
float edgeX = dot(Texture.Sample(TextureSampler, texcoord + pixel).rgb, celLumaCoef); float edgeX = dot(sample_tex(TextureSampler, texcoord + pixel).rgb, celLumaCoef);
edgeX = dot(float4(Texture.Sample(TextureSampler, texcoord - pixel).rgb, edgeX), float4(celLumaCoef, -1.0)); edgeX = dot(float4(sample_tex(TextureSampler, texcoord - pixel).rgb, edgeX), float4(celLumaCoef, -1.0));
float edgeY = dot(Texture.Sample(TextureSampler, texcoord + float2(pixel.x, -pixel.y)).rgb, celLumaCoef); float edgeY = dot(sample_tex(TextureSampler, texcoord + float2(pixel.x, -pixel.y)).rgb, celLumaCoef);
edgeY = dot(float4(Texture.Sample(TextureSampler, texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(celLumaCoef, -1.0)); edgeY = dot(float4(sample_tex(TextureSampler, texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(celLumaCoef, -1.0));
float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY)); float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
@ -1570,7 +1663,13 @@ float4 BorderPass(float4 colorInput, float2 tex)
float2 border = (_rcpFrame.xy * BorderWidth); float2 border = (_rcpFrame.xy * BorderWidth);
float2 within_border = saturate((-tex * tex + tex) - (-border * border + border)); float2 within_border = saturate((-tex * tex + tex) - (-border * border + border));
#if (GLSL == 1)
// FIXME GLSL any only support bvec so try to mix it with notEqual
bvec2 cond = notEqual( within_border, vec2(0.0f) );
colorInput.rgb = all(cond) ? colorInput.rgb : border_color_float; //
#else
colorInput.rgb = all(within_border) ? colorInput.rgb : border_color_float; // colorInput.rgb = all(within_border) ? colorInput.rgb : border_color_float; //
#endif
return colorInput; return colorInput;
@ -1580,12 +1679,21 @@ float4 BorderPass(float4 colorInput, float2 tex)
[MAIN() & COMBINE PASS CODE SECTION] [MAIN() & COMBINE PASS CODE SECTION]
------------------------------------------------------------------------------*/ ------------------------------------------------------------------------------*/
#if (GLSL == 1)
void ps_main()
#else
PS_OUTPUT ps_main(VS_OUTPUT input) PS_OUTPUT ps_main(VS_OUTPUT input)
#endif
{ {
#if (GLSL == 1)
float2 texcoord = PSin.t;
float4 color = texture(TextureSampler, texcoord);
#else
PS_OUTPUT output; PS_OUTPUT output;
float2 texcoord = input.t; float2 texcoord = input.t;
float4 color = Texture.Sample(TextureSampler, texcoord); float4 color = sample_tex(TextureSampler, texcoord);
#endif
#if (BILINEAR_FILTERING == 1) #if (BILINEAR_FILTERING == 1)
color = BiLinearPass(color, texcoord); color = BiLinearPass(color, texcoord);
@ -1659,7 +1767,11 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
color = BorderPass(color, texcoord); color = BorderPass(color, texcoord);
#endif #endif
#if (GLSL == 1)
SV_Target0 = color;
#else
output.c = color; output.c = color;
return output; return output;
#endif
} }