#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency #if SHADER_MODEL >= 0x400 #ifndef PS_SCALE_FACTOR #define PS_SCALE_FACTOR 1 #endif struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct VS_OUTPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; Texture2D Texture; SamplerState TextureSampler; float4 sample_c(float2 uv) { return Texture.Sample(TextureSampler, uv); } struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; struct PS_OUTPUT { float4 c : SV_Target0; }; #elif SHADER_MODEL <= 0x300 struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct VS_OUTPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct PS_INPUT { #if SHADER_MODEL < 0x300 float4 p : TEXCOORD1; #else float4 p : VPOS; #endif float2 t : TEXCOORD0; }; struct PS_OUTPUT { float4 c : COLOR; }; sampler Texture : register(s0); float4 sample_c(float2 uv) { return tex2D(Texture, uv); } #endif VS_OUTPUT vs_main(VS_INPUT input) { VS_OUTPUT output; output.p = input.p; output.t = input.t; return output; } PS_OUTPUT ps_main0(PS_INPUT input) { PS_OUTPUT output; output.c = sample_c(input.t); return output; } PS_OUTPUT ps_main7(PS_INPUT input) { PS_OUTPUT output; float4 c = sample_c(input.t); c.a = dot(c.rgb, float3(0.299, 0.587, 0.114)); output.c = c; return output; } float4 ps_crt(PS_INPUT input, int i) { float4 mask[4] = { float4(1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(1, 1, 1, 0) }; return sample_c(input.t) * saturate(mask[i] + 0.5f); } float4 ps_scanlines(PS_INPUT input, int i) { float4 mask[2] = { float4(1, 1, 1, 0), float4(0, 0, 0, 0) }; return sample_c(input.t) * saturate(mask[i] + 0.5f); } #if SHADER_MODEL >= 0x400 uint ps_main1(PS_INPUT input) : SV_Target0 { float4 c = sample_c(input.t); c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2 uint4 i = c * float4(0x001f, 0x03e0, 0x7c00, 0x8000); return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000); } PS_OUTPUT ps_main2(PS_INPUT input) { PS_OUTPUT output; clip(sample_c(input.t).a - 127.5f / 255); // >= 0x80 pass output.c = 0; return output; } PS_OUTPUT ps_main3(PS_INPUT input) { PS_OUTPUT output; clip(127.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass) output.c = 0; return output; } PS_OUTPUT ps_main4(PS_INPUT input) { PS_OUTPUT output; output.c = fmod(sample_c(input.t) * 255 + 0.5f, 256) / 255; return output; } PS_OUTPUT ps_main5(PS_INPUT input) // scanlines { PS_OUTPUT output; uint4 p = (uint4)input.p; output.c = ps_scanlines(input, p.y % 2); return output; } PS_OUTPUT ps_main6(PS_INPUT input) // diagonal { PS_OUTPUT output; uint4 p = (uint4)input.p; output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); return output; } PS_OUTPUT ps_main8(PS_INPUT input) // triangular { PS_OUTPUT output; uint4 p = (uint4)input.p; // output.c = ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3); output.c = ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3); return output; } static const float PI = 3.14159265359f; PS_OUTPUT ps_main9(PS_INPUT input) // triangular { PS_OUTPUT output; 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 = (0.9 - 0.4 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y)); return output; } // DUMMY SHADERS START PS_OUTPUT ps_main10(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main11(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main12(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main13(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main14(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main15(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } PS_OUTPUT ps_main16(PS_INPUT input) { PS_OUTPUT output; output.c = input.p; return output; } // DUMMY SHADERS END PS_OUTPUT ps_main17(PS_INPUT input) { PS_OUTPUT output; // Potential speed optimization. There is a high probability that // game only want to extract a single channel (blue). It will allow // to remove most of the conditional operation and yield a +2/3 fps // boost on MGS3 // // Hypothesis wrong in Prince of Persia ... Seriously WTF ! //#define ONLY_BLUE; // Convert a RGBA texture into a 8 bits packed texture // Input column: 8x2 RGBA pixels // 0: 8 RGBA // 1: 8 RGBA // Output column: 16x4 Index pixels // 0: 8 R | 8 B // 1: 8 R | 8 B // 2: 8 G | 8 A // 3: 8 G | 8 A float c; uint2 sel = uint2(input.p.xy) % uint2(16u, 16u); int2 tb = ((int2(input.p.xy) & ~int2(15, 3)) >> 1); int ty = tb.y | (int(input.p.y) & 1); int txN = tb.x | (int(input.p.x) & 7); int txH = tb.x | ((int(input.p.x) + 4) & 7); txN *= PS_SCALE_FACTOR; txH *= PS_SCALE_FACTOR; ty *= PS_SCALE_FACTOR; // TODO investigate texture gather float4 cN = Texture.Load(int3(txN, ty, 0)); float4 cH = Texture.Load(int3(txH, ty, 0)); if ((sel.y & 4u) == 0u) { #ifdef ONLY_BLUE c = cN.b; #else // Column 0 and 2 if ((sel.y & 3u) < 2u) { // First 2 lines of the col if (sel.x < 8u) c = cN.r; else c = cN.b; } else { if (sel.x < 8u) c = cH.g; else c = cH.a; } #endif } else { #ifdef ONLY_BLUE c = cH.b; #else // Column 1 and 3 if ((sel.y & 3u) < 2u) { // First 2 lines of the col if (sel.x < 8u) c = cH.r; else c = cH.b; } else { if (sel.x < 8u) c = cN.g; else c = cN.a; } #endif } output.c = (float4)(c); // Divide by something here? return output; } #elif SHADER_MODEL <= 0x300 PS_OUTPUT ps_main1(PS_INPUT input) { PS_OUTPUT output; float4 c = sample_c(input.t); c.a *= 128.0f / 255; // *= 0.5f is no good here, need to do this in order to get 0x80 for 1.0f (instead of 0x7f) output.c = c; return output; } PS_OUTPUT ps_main2(PS_INPUT input) { PS_OUTPUT output; clip(sample_c(input.t).a - 255.0f / 255); // >= 0x80 pass output.c = 0; return output; } PS_OUTPUT ps_main3(PS_INPUT input) { PS_OUTPUT output; clip(254.95f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass) output.c = 0; return output; } PS_OUTPUT ps_main4(PS_INPUT input) { PS_OUTPUT output; output.c = 1; return output; } PS_OUTPUT ps_main5(PS_INPUT input) // scanlines { PS_OUTPUT output; int4 p = (int4)input.p; output.c = ps_scanlines(input, p.y % 2); return output; } PS_OUTPUT ps_main6(PS_INPUT input) // diagonal { PS_OUTPUT output; int4 p = (int4)input.p; output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); return output; } PS_OUTPUT ps_main8(PS_INPUT input) // triangular { PS_OUTPUT output; int4 p = (int4)input.p; // output.c = ps_crt(input, ((p.x + (p.y % 2) * 3) / 2) % 3); output.c = ps_crt(input, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3); return output; } static const float PI = 3.14159265359f; PS_OUTPUT ps_main9(PS_INPUT input) // triangular { PS_OUTPUT output; // 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; } #endif #endif