#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency #ifndef PS_SCALE_FACTOR #define PS_SCALE_FACTOR 1 #endif struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; float4 c : COLOR; }; struct VS_OUTPUT { float4 p : SV_Position; float2 t : TEXCOORD0; float4 c : COLOR; }; cbuffer cb0 { float4 BGColor; int EMODA; int EMODC; }; static const float3x3 rgb2yuv = { {0.587, 0.114, 0.299}, {-0.311, 0.500, -0.169}, {-0.419, -0.081, 0.500} }; Texture2D Texture; SamplerState TextureSampler; float4 sample_c(float2 uv) { return Texture.Sample(TextureSampler, uv); } struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; float4 c : COLOR; }; struct PS_OUTPUT { float4 c : SV_Target0; }; VS_OUTPUT vs_main(VS_INPUT input) { VS_OUTPUT output; output.p = input.p; output.t = input.t; output.c = input.c; return output; } PS_OUTPUT ps_copy(PS_INPUT input) { PS_OUTPUT output; output.c = sample_c(input.t); return output; } PS_OUTPUT ps_filter_transparency(PS_INPUT input) { PS_OUTPUT output; float4 c = sample_c(input.t); c.a = dot(c.rgb, float3(0.299, 0.587, 0.114)); output.c = c; 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); } float4 ps_scanlines(PS_INPUT input, int i) { float4 mask[2] = { float4(1, 1, 1, 0), float4(0, 0, 0, 0) }; return sample_c(input.t) * saturate(mask[i] + 0.5f); } uint ps_convert_rgba8_16bits(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_datm1(PS_INPUT input) { PS_OUTPUT output; clip(sample_c(input.t).a - 127.5f / 255); // >= 0x80 pass output.c = 0; return output; } PS_OUTPUT ps_datm0(PS_INPUT input) { PS_OUTPUT output; clip(127.5f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass) output.c = 0; return output; } PS_OUTPUT ps_mod256(PS_INPUT input) { PS_OUTPUT output; float4 c = round(sample_c(input.t) * 255); // We use 2 fmod to avoid negative value. float4 fmod1 = fmod(c, 256) + 256; float4 fmod2 = fmod(fmod1, 256); output.c = fmod2 / 255.0f; return output; } PS_OUTPUT ps_filter_scanlines(PS_INPUT input) { PS_OUTPUT output; uint4 p = (uint4)input.p; output.c = ps_scanlines(input, p.y % 2); return output; } PS_OUTPUT ps_filter_diagonal(PS_INPUT input) { PS_OUTPUT output; uint4 p = (uint4)input.p; output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); return output; } PS_OUTPUT ps_filter_triangular(PS_INPUT input) { 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; } static const float PI = 3.14159265359f; PS_OUTPUT ps_filter_complex(PS_INPUT input) // triangular { PS_OUTPUT output; float2 texdim, halfpixel; Texture.GetDimensions(texdim.x, texdim.y); if (ddy(input.t.y) * texdim.y > 0.5) output.c = sample_c(input.t); else output.c = (0.9 - 0.4 * cos(2 * PI * input.t.y * texdim.y)) * sample_c(float2(input.t.x, (floor(input.t.y * texdim.y) + 0.5) / texdim.y)); return output; } uint ps_convert_float32_32bits(PS_INPUT input) : SV_Target0 { // Convert a FLOAT32 depth texture into a 32 bits UINT texture return uint(exp2(32.0f) * sample_c(input.t).r); } PS_OUTPUT ps_convert_float32_rgba8(PS_INPUT input) { PS_OUTPUT output; // Convert a FLOAT32 depth texture into a RGBA color texture const float4 bitSh = float4(exp2(24.0f), exp2(16.0f), exp2(8.0f), exp2(0.0f)); const float4 bitMsk = float4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); float4 res = frac(float4(sample_c(input.t).rrrr) * bitSh); output.c = (res - res.xxyz * bitMsk) * 256.0f / 255.0f; return output; } PS_OUTPUT ps_convert_float16_rgb5a1(PS_INPUT input) { PS_OUTPUT output; // Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture const float4 bitSh = float4(exp2(32.0f), exp2(27.0f), exp2(22.0f), exp2(17.0f)); const uint4 bitMsk = uint4(0x1F, 0x1F, 0x1F, 0x1); uint4 color = uint4(float4(sample_c(input.t).rrrr) * bitSh) & bitMsk; output.c = float4(color) / float4(32.0f, 32.0f, 32.0f, 1.0f); return output; } float ps_convert_rgba8_float32(PS_INPUT input) : SV_Depth { // Convert a RRGBA texture into a float depth texture // FIXME: I'm afraid of the accuracy const float4 bitSh = float4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * (float4)255.0; return dot(sample_c(input.t), bitSh); } float ps_convert_rgba8_float24(PS_INPUT input) : SV_Depth { // Same as above but without the alpha channel (24 bits Z) // Convert a RRGBA texture into a float depth texture const float3 bitSh = float3(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f)) * (float3)255.0; return dot(sample_c(input.t).rgb, bitSh); } float ps_convert_rgba8_float16(PS_INPUT input) : SV_Depth { // Same as above but without the A/B channels (16 bits Z) // Convert a RRGBA texture into a float depth texture // FIXME: I'm afraid of the accuracy const float2 bitSh = float2(exp2(-32.0f), exp2(-24.0f)) * (float2)255.0; return dot(sample_c(input.t).rg, bitSh); } float ps_convert_rgb5a1_float16(PS_INPUT input) : SV_Depth { // Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z // FIXME: I'm afraid of the accuracy const float4 bitSh = float4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f)); // Trunc color to drop useless lsb float4 color = trunc(sample_c(input.t) * (float4)255.0 / float4(8.0f, 8.0f, 8.0f, 128.0f)); return dot(float4(color), bitSh); } PS_OUTPUT ps_convert_rgba_8i(PS_INPUT input) { PS_OUTPUT output; // Potential speed optimization. There is a high probability that // game only want to extract a single channel (blue). It will allow // to remove most of the conditional operation and yield a +2/3 fps // boost on MGS3 // // Hypothesis wrong in Prince of Persia ... Seriously WTF ! //#define ONLY_BLUE; // Convert a RGBA texture into a 8 bits packed texture // Input column: 8x2 RGBA pixels // 0: 8 RGBA // 1: 8 RGBA // Output column: 16x4 Index pixels // 0: 8 R | 8 B // 1: 8 R | 8 B // 2: 8 G | 8 A // 3: 8 G | 8 A float c; uint2 sel = uint2(input.p.xy) % uint2(16u, 16u); int2 tb = ((int2(input.p.xy) & ~int2(15, 3)) >> 1); int ty = tb.y | (int(input.p.y) & 1); int txN = tb.x | (int(input.p.x) & 7); int txH = tb.x | ((int(input.p.x) + 4) & 7); txN *= PS_SCALE_FACTOR; txH *= PS_SCALE_FACTOR; ty *= PS_SCALE_FACTOR; // TODO investigate texture gather float4 cN = Texture.Load(int3(txN, ty, 0)); float4 cH = Texture.Load(int3(txH, ty, 0)); if ((sel.y & 4u) == 0u) { #ifdef ONLY_BLUE c = cN.b; #else // Column 0 and 2 if ((sel.y & 3u) < 2u) { // First 2 lines of the col if (sel.x < 8u) c = cN.r; else c = cN.b; } else { if (sel.x < 8u) c = cH.g; else c = cH.a; } #endif } else { #ifdef ONLY_BLUE c = cH.b; #else // Column 1 and 3 if ((sel.y & 3u) < 2u) { // First 2 lines of the col if (sel.x < 8u) c = cH.r; else c = cH.b; } else { if (sel.x < 8u) c = cN.g; else c = cN.a; } #endif } output.c = (float4)(c); // Divide by something here? return output; } PS_OUTPUT ps_yuv(PS_INPUT input) { PS_OUTPUT output; float4 i = sample_c(input.t); float3 yuv = mul(rgb2yuv, i.gbr); float Y = float(0xDB) / 255.0f * yuv.x + float(0x10) / 255.0f; float Cr = float(0xE0) / 255.0f * yuv.y + float(0x80) / 255.0f; float Cb = float(0xE0) / 255.0f * yuv.z + float(0x80) / 255.0f; switch (EMODA) { case 0: output.c.a = i.a; break; case 1: output.c.a = Y; break; case 2: output.c.a = Y / 2.0f; break; case 3: default: output.c.a = 0.0f; break; } switch (EMODC) { case 0: output.c.rgb = i.rgb; break; case 1: output.c.rgb = float3(Y, Y, Y); break; case 2: output.c.rgb = float3(Y, Cb, Cr); break; case 3: default: output.c.rgb = float3(i.a, i.a, i.a); break; } return output; } #endif