// main ps2 memory, each pixel is stored in 32bit color
uniform samplerRECT g_sMemory : register(s0);

// per context pixel shader constants
uniform half4 fTexAlpha2 : register(c2);

uniform float4 g_fTexOffset : register(c4);			// converts the page and block offsets into the mem addr/1024
uniform float4 g_fTexDims : register(c6);				// mult by tex dims when accessing the block texture
uniform float4 g_fTexBlock : register(c8);

uniform float4 g_fClampExts : register(c10);		// if clamping the texture, use (minu, minv, maxu, maxv)
uniform float4 TexWrapMode : register(c12);			// 0 - repeat/clamp, 1 - region rep (use fRegRepMask)

uniform 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)
uniform half4 g_fTestBlack : register(c16);	// used for aem bit

uniform float4 g_fPageOffset : register(c18);

uniform half4 fTexAlpha : register(c20);

// vertex shader constants
uniform float4 g_fPosXY : register(c2);