pcsx2/plugins/zzogl-pg/opengl/ctx1/ps2hw_ctx.fx

23 lines
959 B
HLSL

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);