#if SHADER_MODEL >= 0x400 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; } 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); } #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 - 128.0f / 255); // >= 0x80 pass output.c = 0; return output; } PS_OUTPUT ps_main3(PS_INPUT input) { PS_OUTPUT output; clip(127.95f / 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 = fmod(sample_c(input.t) * 255 + 0.5f, 256) / 255; return output; } PS_OUTPUT ps_main5(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; } 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; } #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) // 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; } 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; } #endif