// main ps2 memory, each pixel is stored in 32bit color texture g_txMem0; sampler g_sMemory : register(s0) = sampler_state { Texture = ; MipFilter = POINT; MinFilter = POINT; MagFilter = POINT; AddressU = Clamp; AddressV = Clamp; }; // per context pixel shader constants half4 fTexAlpha2 : register(c2); float4 g_fTexOffset : register(c4); // converts the page and block offsets into the mem addr/1024 float4 g_fTexDims : register(c6); // mult by tex dims when accessing the block texture float4 g_fTexBlock : register(c8); float4 g_fClampExts : register(c10); // if clamping the texture, use (minu, minv, maxu, maxv) float4 TexWrapMode : register(c12); // 0 - repeat/clamp, 1 - region rep (use fRegRepMask) float4 g_fRealTexDims : register(c14); // tex dims used for linear filtering (w,h,1/w,1/h) // (alpha0, alpha1, 1 if highlight2 and tcc is rgba, 1-y) half4 g_fTestBlack : register(c16); // used for aem bit float4 g_fPageOffset : register(c18); half4 fTexAlpha : register(c20); // vertex shader constants float4 g_fPosXY : register(c2);