mirror of https://github.com/PCSX2/pcsx2.git
61 lines
900 B
HLSL
61 lines
900 B
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
|
#if SHADER_MODEL >= 0x400
|
|
|
|
Texture2D Texture;
|
|
SamplerState Sampler;
|
|
|
|
cbuffer cb0
|
|
{
|
|
float4 BGColor;
|
|
};
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float4 p : SV_Position;
|
|
float2 t : TEXCOORD0;
|
|
};
|
|
|
|
float4 ps_main0(PS_INPUT input) : SV_Target0
|
|
{
|
|
float4 c = Texture.Sample(Sampler, input.t);
|
|
c.a *= 2.0f;
|
|
return c;
|
|
}
|
|
|
|
float4 ps_main1(PS_INPUT input) : SV_Target0
|
|
{
|
|
float4 c = Texture.Sample(Sampler, input.t);
|
|
c.a = BGColor.a;
|
|
return c;
|
|
}
|
|
|
|
#elif SHADER_MODEL <= 0x300
|
|
|
|
sampler Texture : register(s0);
|
|
|
|
float4 g_params[1];
|
|
|
|
#define BGColor (g_params[0])
|
|
|
|
struct PS_INPUT
|
|
{
|
|
float2 t : TEXCOORD0;
|
|
};
|
|
|
|
float4 ps_main0(PS_INPUT input) : COLOR
|
|
{
|
|
float4 c = tex2D(Texture, input.t);
|
|
// a = ;
|
|
return c.bgra;
|
|
}
|
|
|
|
float4 ps_main1(PS_INPUT input) : COLOR
|
|
{
|
|
float4 c = tex2D(Texture, input.t);
|
|
c.a = BGColor.a;
|
|
return c.bgra;
|
|
}
|
|
|
|
#endif
|
|
#endif
|