#if SHADER_MODEL >= 0x400 struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct VS_OUTPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; VS_OUTPUT vs_main(VS_INPUT input) { VS_OUTPUT output; output.p = input.p; output.t = input.t; return output; } Texture2D Texture; SamplerState Sampler; struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; float4 ps_main0(PS_INPUT input) : SV_Target0 { return Texture.Sample(Sampler, input.t); } uint ps_main1(PS_INPUT input) : SV_Target0 { float4 f = Texture.Sample(Sampler, input.t); f.a *= 256.0f/127; // hm, 0.5 won't give us 1.0 if we just multiply with 2 uint4 i = f * float4(0x001f, 0x03e0, 0x7c00, 0x8000); return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000); } float4 ps_main2(PS_INPUT input) : SV_Target0 { clip(Texture.Sample(Sampler, input.t).a - (0.5 - 0.9f/256)); return 0; } float4 ps_main3(PS_INPUT input) : SV_Target0 { clip((0.5 - 0.9f/256) - Texture.Sample(Sampler, input.t).a); return 0; } float4 ps_main4(PS_INPUT input) : SV_Target0 { float4 c = Texture.Sample(Sampler, input.t); return fmod(c * 255 + 0.5f, 256) / 255; } float4 ps_crt(PS_INPUT input, uint 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 Texture.Sample(Sampler, input.t) * saturate(mask[i] + 0.5f); } float4 ps_main5(PS_INPUT input) : SV_Target0 // triangular { uint4 p = (uint4)input.p; // return ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3); return ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3); } float4 ps_main6(PS_INPUT input) : SV_Target0 // diagonal { uint4 p = (uint4)input.p; return ps_crt(input, (p.x + (p.y % 3)) % 3); } #elif SHADER_MODEL <= 0x300 struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct VS_OUTPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; VS_OUTPUT vs_main(VS_INPUT input) { VS_OUTPUT output; output.p = input.p; output.t = input.t; return output; } sampler Texture : register(s0); float4 ps_main0(float2 t : TEXCOORD0) : COLOR { return tex2D(Texture, t); } float4 ps_main1(float2 t : TEXCOORD0) : COLOR { float4 c = tex2D(Texture, 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) return c; } float4 ps_main2(float2 t : TEXCOORD0) : COLOR { clip(tex2D(Texture, t).a - (1.0f - 0.9f/256)); return 0; } float4 ps_main3(float2 t : TEXCOORD0) : COLOR { clip((1.0f - 0.9f/256) - tex2D(Texture, t).a); return 0; } float4 ps_main4() : COLOR { return 1; } float4 ps_crt(float2 t, 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 tex2D(Texture, t) * saturate(mask[i] + 0.5f); } float4 ps_main5(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // triangular { int4 p = (int4)vPos; // return ps_crt(t, ((p.x + (p.y % 2) * 3) / 2) % 3); return ps_crt(t, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3); } float4 ps_main6(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // diagonal { int4 p = (int4)vPos; return ps_crt(t, (p.x + (p.y % 3)) % 3); } #endif