uniform samplerRECT g_sMemory : register(s1); // per context pixel shader constants uniform half4 fTexAlpha2 : register(c3); uniform float4 g_fTexOffset : register(c5); // converts the page and block offsets into the mem addr/1024 uniform float4 g_fTexDims : register(c7); // mult by tex dims when accessing the block texture uniform float4 g_fTexBlock : register(c9); uniform float4 g_fClampExts : register(c11); // if clamping the texture, use (minu, minv, maxu, maxv) uniform float4 TexWrapMode : register(c13); // 0 - repeat/clamp, 1 - region rep (use fRegRepMask) uniform float4 g_fRealTexDims : register(c15); // 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(c17); // used for aem bit uniform float4 g_fPageOffset : register(c19); uniform half4 fTexAlpha : register(c21); // vertex shader constants uniform float4 g_fPosXY : register(c3);