mirror of https://github.com/PCSX2/pcsx2.git
45 lines
648 B
GLSL
45 lines
648 B
GLSL
//#version 420 // Keep it for editor detection
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struct vertex_basic
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{
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vec4 p;
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vec2 t;
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};
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in SHADER
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{
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vec4 p;
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vec2 t;
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} PSin;
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#define PSin_p (PSin.p)
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#define PSin_t (PSin.t)
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#ifdef FRAGMENT_SHADER
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layout(location = 0) out vec4 SV_Target0;
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layout(std140, binding = 10) uniform cb10
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{
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vec4 BGColor;
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};
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layout(binding = 0) uniform sampler2D TextureSampler;
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void ps_main0()
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{
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vec4 c = texture(TextureSampler, PSin_t);
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// Note: clamping will be done by fixed unit
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c.a *= 2.0f;
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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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vec4 c = texture(TextureSampler, PSin_t);
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c.a = BGColor.a;
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SV_Target0 = c;
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}
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#endif
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