mirror of https://github.com/PCSX2/pcsx2.git
51 lines
1.1 KiB
GLSL
51 lines
1.1 KiB
GLSL
//#version 420 // Keep it for editor detection
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#ifdef FRAGMENT_SHADER
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in vec4 PSin_p;
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in vec2 PSin_t;
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in vec4 PSin_c;
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uniform vec2 ZrH;
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layout(location = 0) out vec4 SV_Target0;
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// TODO ensure that clip (discard) is < 0 and not <= 0 ???
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void ps_main0()
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{
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if ((int(gl_FragCoord.y) & 1) == 0)
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discard;
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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vec4 c = texture(TextureSampler, PSin_t);
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SV_Target0 = c;
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}
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void ps_main1()
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{
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if ((int(gl_FragCoord.y) & 1) != 0)
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discard;
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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vec4 c = texture(TextureSampler, PSin_t);
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SV_Target0 = c;
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}
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void ps_main2()
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{
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vec4 c0 = texture(TextureSampler, PSin_t - ZrH);
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vec4 c1 = texture(TextureSampler, PSin_t);
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vec4 c2 = texture(TextureSampler, PSin_t + ZrH);
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SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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void ps_main3()
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{
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SV_Target0 = texture(TextureSampler, PSin_t);
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}
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#endif
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