pcsx2/plugins/GSdx/res/tfx.glsl

724 lines
14 KiB
GLSL

//#version 420 // Keep it for text editor detection
// note lerp => mix
#define FMT_32 0
#define FMT_24 1
#define FMT_16 2
#define FMT_PAL 4 /* flag bit */
// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
// And I say this as an ATI user.
#define ATI_SUCKS 0
#ifndef VS_BPPZ
#define VS_BPPZ 0
#define VS_TME 1
#define VS_FST 1
#define VS_LOGZ 0
#endif
#ifndef GS_IIP
#define GS_IIP 0
#define GS_PRIM 3
#endif
#ifndef PS_FST
#define PS_FST 0
#define PS_WMS 0
#define PS_WMT 0
#define PS_FMT FMT_32
#define PS_AEM 0
#define PS_TFX 0
#define PS_TCC 1
#define PS_ATST 1
#define PS_FOG 0
#define PS_CLR1 0
#define PS_FBA 0
#define PS_AOUT 0
#define PS_LTF 1
#define PS_COLCLIP 0
#define PS_DATE 0
#define PS_SPRITEHACK 0
#define PS_POINT_SAMPLER 0
#define PS_TCOFFSETHACK 0
#endif
struct vertex
{
//vec4 p;
vec4 t;
vec4 tp;
vec4 c;
};
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 i_st;
layout(location = 1) in vec4 i_c;
layout(location = 2) in float i_q;
layout(location = 3) in uvec2 i_p;
layout(location = 4) in uint i_z;
layout(location = 5) in uvec2 i_uv;
layout(location = 6) in vec4 i_f;
#if __VERSION__ > 140 && !(defined(NO_STRUCT))
layout(location = 0) out vertex VSout;
#define VSout_p (VSout.p)
#define VSout_t (VSout.t)
#define VSout_tp (VSout.tp)
#define VSout_c (VSout.c)
#else
#ifdef DISABLE_SSO
//out vec4 SHADERp;
out vec4 SHADERt;
out vec4 SHADERtp;
out vec4 SHADERc;
#else
//layout(location = 0) out vec4 SHADERp;
layout(location = 0) out vec4 SHADERt;
layout(location = 1) out vec4 SHADERtp;
layout(location = 2) out vec4 SHADERc;
#endif
//#define VSout_p SHADERp
#define VSout_t SHADERt
#define VSout_tp SHADERtp
#define VSout_c SHADERc
#endif
#if __VERSION__ > 140
out gl_PerVertex {
invariant vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
};
#endif
#ifdef DISABLE_GL42
layout(std140) uniform cb20
#else
layout(std140, binding = 20) uniform cb20
#endif
{
vec4 VertexScale;
vec4 VertexOffset;
vec2 TextureScale;
};
void vs_main()
{
uint z;
if(VS_BPPZ == 1) // 24
z = i_z & uint(0xffffff);
else if(VS_BPPZ == 2) // 16
z = i_z & uint(0xffff);
else
z = i_z;
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
vec4 p = vec4(i_p, z, 0) - vec4(0.05f, 0.05f, 0, 0);
vec4 final_p = p * VertexScale - VertexOffset;
// FIXME
// FLIP vertically
final_p.y *= -1.0f;
if(VS_LOGZ == 1)
{
final_p.z = log2(1.0f + float(z)) / 32.0f;
}
//VSout_p = final_p;
gl_Position = final_p; // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
#if VS_RTCOPY
VSout_tp = final_p * vec4(0.5, -0.5, 0, 0) + 0.5;
#endif
if(VS_TME != 0)
{
if(VS_FST != 0)
{
//VSout_t.xy = i_t * TextureScale;
VSout_t.xy = i_uv * TextureScale;
VSout_t.w = 1.0f;
}
else
{
//VSout_t.xy = i_t;
VSout_t.xy = i_st;
VSout_t.w = i_q;
}
}
else
{
VSout_t.xy = vec2(0.0f, 0.0f);
VSout_t.w = 1.0f;
}
VSout_c = i_c;
VSout_t.z = i_f.r;
}
#endif
#ifdef GEOMETRY_SHADER
in gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
} gl_in[];
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
};
layout(location = 0) in vertex GSin[];
layout(location = 0) out vertex GSout;
#if GS_PRIM == 0
layout(points) in;
layout(points, max_vertices = 1) out;
void gs_main()
{
for(int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position; // FIXME is it useful
GSout = GSin[i];
EmitVertex();
}
EndPrimitive();
}
#elif GS_PRIM == 1
layout(lines) in;
layout(line_strip, max_vertices = 2) out;
void gs_main()
{
for(int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position; // FIXME is it useful
GSout = GSin[i];
#if GS_IIP == 0
if (i == 0)
GSout.c = GSin[1].c;
#endif
EmitVertex();
}
EndPrimitive();
}
#elif GS_PRIM == 2
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
void gs_main()
{
for(int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position; // FIXME is it useful
GSout = GSin[i];
#if GS_IIP == 0
if (i == 0 || i == 1)
GSout.c = GSin[2].c;
#endif
EmitVertex();
}
EndPrimitive();
}
#elif GS_PRIM == 3
layout(lines) in;
layout(triangle_strip, max_vertices = 6) out;
void gs_main()
{
// left top => GSin[0];
// right bottom => GSin[1];
vertex rb = GSin[1];
vertex lt = GSin[0];
vec4 rb_p = gl_in[1].gl_Position;
vec4 lb_p = gl_in[1].gl_Position;
vec4 rt_p = gl_in[1].gl_Position;
vec4 lt_p = gl_in[0].gl_Position;
lt_p.z = rb_p.z;
lt.t.zw = rb.t.zw;
#if GS_IIP == 0
lt.c = rb.c;
#endif
vertex lb = rb;
lb_p.x = lt_p.x;
lb.t.x = lt.t.x;
vertex rt = rb;
rt_p.y = lt_p.y;
rt.t.y = lt.t.y;
// Triangle 1
gl_Position = lt_p;
GSout = lt;
EmitVertex();
gl_Position = lb_p;
GSout = lb;
EmitVertex();
gl_Position = rt_p;
GSout = rt;
EmitVertex();
EndPrimitive();
// Triangle 2
gl_Position = lb_p;
GSout = lb;
EmitVertex();
gl_Position = rt_p;
GSout = rt;
EmitVertex();
gl_Position = rb_p;
GSout = rb;
EmitVertex();
EndPrimitive();
}
#endif
#endif
#ifdef FRAGMENT_SHADER
#if __VERSION__ > 140 && !(defined(NO_STRUCT))
layout(location = 0) in vertex PSin;
//#define PSin_p (PSin.p)
#define PSin_t (PSin.t)
#define PSin_tp (PSin.tp)
#define PSin_c (PSin.c)
#else
#ifdef DISABLE_SSO
in vec4 SHADERp;
in vec4 SHADERt;
in vec4 SHADERtp;
in vec4 SHADERc;
#else
//layout(location = 0) in vec4 SHADERp;
layout(location = 0) in vec4 SHADERt;
layout(location = 1) in vec4 SHADERtp;
layout(location = 2) in vec4 SHADERc;
#endif
//#define PSin_p SHADERp
#define PSin_t SHADERt
#define PSin_tp SHADERtp
#define PSin_c SHADERc
#endif
// Same buffer but 2 colors for dual source blending
layout(location = 0, index = 0) out vec4 SV_Target0;
layout(location = 0, index = 1) out vec4 SV_Target1;
#ifdef DISABLE_GL42
uniform sampler2D TextureSampler;
uniform sampler2D PaletteSampler;
uniform sampler2D RTCopySampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
layout(binding = 1) uniform sampler2D PaletteSampler;
layout(binding = 2) uniform sampler2D RTCopySampler;
#endif
#ifdef DISABLE_GL42
layout(std140) uniform cb21
#else
layout(std140, binding = 21) uniform cb21
#endif
{
vec3 FogColor;
float AREF;
vec4 HalfTexel;
vec4 WH;
vec4 MinMax;
vec2 MinF;
vec2 TA;
uvec4 MskFix;
vec4 TC_OffsetHack;
};
vec4 sample_c(vec2 uv)
{
// FIXME: check the issue on openGL
if (ATI_SUCKS == 1 && PS_POINT_SAMPLER == 1)
{
// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
// it looks like they add 127/128 of a texel to sampling coordinates
// occasionally causing point sampling to erroneously round up.
// I'm manually adjusting coordinates to the centre of texels here,
// though the centre is just paranoia, the top left corner works fine.
uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
}
// FIXME I'm not sure it is a good solution to flip texture
return texture(TextureSampler, uv);
//FIXME another way to FLIP vertically
//return texture(TextureSampler, vec2(uv.x, 1.0f-uv.y) );
}
vec4 sample_p(float u)
{
//FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim
// So for the moment cheat with 0.0f dunno if it work
return texture(PaletteSampler, vec2(u, 0.0f));
}
vec4 sample_rt(vec2 uv)
{
return texture(RTCopySampler, uv);
}
vec4 wrapuv(vec4 uv)
{
vec4 uv_out = uv;
if(PS_WMS == PS_WMT)
{
if(PS_WMS == 2)
{
uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
}
else if(PS_WMS == 3)
{
uv_out = vec4(((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy);
}
}
else
{
if(PS_WMS == 2)
{
uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
}
else if(PS_WMS == 3)
{
uv_out.xz = vec2(((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx);
}
if(PS_WMT == 2)
{
uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
}
else if(PS_WMT == 3)
{
uv_out.yw = vec2(((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy);
}
}
return uv_out;
}
vec2 clampuv(vec2 uv)
{
vec2 uv_out = uv;
if(PS_WMS == 2 && PS_WMT == 2)
{
uv_out = clamp(uv, MinF, MinMax.zw);
}
else if(PS_WMS == 2)
{
uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
}
else if(PS_WMT == 2)
{
uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
}
return uv_out;
}
mat4 sample_4c(vec4 uv)
{
mat4 c;
c[0] = sample_c(uv.xy);
c[1] = sample_c(uv.zy);
c[2] = sample_c(uv.xw);
c[3] = sample_c(uv.zw);
return c;
}
vec4 sample_4a(vec4 uv)
{
vec4 c;
// Dx used the alpha channel.
// Opengl is only 8 bits on red channel.
c.x = sample_c(uv.xy).r;
c.y = sample_c(uv.zy).r;
c.z = sample_c(uv.xw).r;
c.w = sample_c(uv.zw).r;
return c * 255./256 + 0.5/256;
}
mat4 sample_4p(vec4 u)
{
mat4 c;
c[0] = sample_p(u.x);
c[1] = sample_p(u.y);
c[2] = sample_p(u.z);
c[3] = sample_p(u.w);
return c;
}
vec4 sample_color(vec2 st, float q)
{
if(PS_FST == 0) st /= q;
if(PS_TCOFFSETHACK == 1) st += TC_OffsetHack.xy;
vec4 t;
mat4 c;
vec2 dd;
if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
{
c[0] = sample_c(clampuv(st));
}
else
{
vec4 uv;
if(PS_LTF != 0)
{
uv = st.xyxy + HalfTexel;
dd = fract(uv.xy * WH.zw);
}
else
{
uv = st.xyxy;
}
uv = wrapuv(uv);
if((PS_FMT & FMT_PAL) != 0)
{
c = sample_4p(sample_4a(uv));
}
else
{
c = sample_4c(uv);
}
}
// PERF: see the impact of the exansion before/after the interpolation
for (int i = 0; i < 4; i++)
{
if((PS_FMT & ~FMT_PAL) == FMT_24)
{
// FIXME GLSL any only support bvec so try to mix it with notEqual
bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );
c[i].a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
}
else if((PS_FMT & ~FMT_PAL) == FMT_16)
{
// FIXME GLSL any only support bvec so try to mix it with notEqual
bvec3 rgb_check = notEqual( c[i].rgb, vec3(0.0f, 0.0f, 0.0f) );
c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
}
}
if(PS_LTF != 0)
{
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
}
else
{
t = c[0];
}
return t;
}
vec4 tfx(vec4 t, vec4 c)
{
vec4 c_out = c;
if(PS_TFX == 0)
{
if(PS_TCC != 0)
{
c_out = c * t * 255.0f / 128;
}
else
{
c_out.rgb = c.rgb * t.rgb * 255.0f / 128;
}
}
else if(PS_TFX == 1)
{
if(PS_TCC != 0)
{
c_out = t;
}
else
{
c_out.rgb = t.rgb;
}
}
else if(PS_TFX == 2)
{
c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC != 0)
{
c_out.a += t.a;
}
}
else if(PS_TFX == 3)
{
c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
if(PS_TCC != 0)
{
c_out.a = t.a;
}
}
return clamp(c_out, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));
}
void datst()
{
#if PS_DATE > 0
float alpha = sample_rt(PSin_tp.xy).a;
float alpha0x80 = 128. / 255;
if (PS_DATE == 1 && alpha >= alpha0x80)
discard;
else if (PS_DATE == 2 && alpha < alpha0x80)
discard;
#endif
}
void atst(vec4 c)
{
float a = trunc(c.a * 255 + 0.01);
if(PS_ATST == 0) // never
{
discard;
}
else if(PS_ATST == 1) // always
{
// nothing to do
}
else if(PS_ATST == 2 ) // l
{
if (PS_SPRITEHACK == 0)
if ((AREF - a - 0.5f) < 0.0f)
discard;
}
else if(PS_ATST == 3 ) // le
{
if ((AREF - a + 0.5f) < 0.0f)
discard;
}
else if(PS_ATST == 4) // e
{
if ((0.5f - abs(a - AREF)) < 0.0f)
discard;
}
else if(PS_ATST == 5) // ge
{
if ((a-AREF + 0.5f) < 0.0f)
discard;
}
else if(PS_ATST == 6) // g
{
if ((a-AREF - 0.5f) < 0.0f)
discard;
}
else if(PS_ATST == 7) // ne
{
if ((abs(a - AREF) - 0.5f) < 0.0f)
discard;
}
}
vec4 fog(vec4 c, float f)
{
vec4 c_out = c;
if(PS_FOG != 0)
{
c_out.rgb = mix(FogColor, c.rgb, f);
}
return c_out;
}
vec4 ps_color()
{
datst();
vec4 t = sample_color(PSin_t.xy, PSin_t.w);
vec4 c = tfx(t, PSin_c);
atst(c);
c = fog(c, PSin_t.z);
if (PS_COLCLIP == 2)
{
c.rgb = 256.0f/255.0f - c.rgb;
}
if (PS_COLCLIP > 0)
{
// FIXME !!!!
//c.rgb *= c.rgb < 128./255;
bvec3 factor = bvec3(128.0f/255.0f, 128.0f/255.0f, 128.0f/255.0f);
c.rgb *= vec3(factor);
}
if(PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
{
c.rgb = vec3(1.0f, 1.0f, 1.0f);
}
return c;
}
void ps_main()
{
//FIXME
vec4 c = ps_color();
// FIXME: I'm not sure about the value of others field
// output.c1 = c.a * 2; // used for alpha blending
float alpha = c.a * 2;
if(PS_AOUT != 0) // 16 bit output
{
float a = 128.0f / 255; // alpha output will be 0x80
c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;
}
else if(PS_FBA != 0)
{
if(c.a < 0.5) c.a += 0.5;
}
SV_Target0 = c;
SV_Target1 = vec4(alpha, alpha, alpha, alpha);
}
#endif