pcsx2/plugins/GSdx/res/convert.fx

184 lines
3.3 KiB
HLSL

#if SHADER_MODEL >= 0x400
struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = input.p;
output.t = input.t;
return output;
}
Texture2D Texture;
SamplerState Sampler;
struct PS_INPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
float4 ps_main0(PS_INPUT input) : SV_Target0
{
return Texture.Sample(Sampler, input.t);
}
uint ps_main1(PS_INPUT input) : SV_Target0
{
float4 f = Texture.Sample(Sampler, input.t);
f.a *= 256.0f/127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
uint4 i = f * float4(0x001f, 0x03e0, 0x7c00, 0x8000);
return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
}
float4 ps_main2(PS_INPUT input) : SV_Target0
{
clip(Texture.Sample(Sampler, input.t).a - (0.5 - 0.9f/256));
return 0;
}
float4 ps_main3(PS_INPUT input) : SV_Target0
{
clip((0.5 - 0.9f/256) - Texture.Sample(Sampler, input.t).a);
return 0;
}
float4 ps_main4(PS_INPUT input) : SV_Target0
{
float4 c = Texture.Sample(Sampler, input.t);
return fmod(c * 255 + 0.5f, 256) / 255;
}
float4 ps_crt(PS_INPUT input, uint i)
{
float4 mask[4] =
{
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(1, 1, 1, 0)
};
return Texture.Sample(Sampler, input.t) * saturate(mask[i] + 0.5f);
}
float4 ps_main5(PS_INPUT input) : SV_Target0 // triangular
{
uint4 p = (uint4)input.p;
// return ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3);
return ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3);
}
float4 ps_main6(PS_INPUT input) : SV_Target0 // diagonal
{
uint4 p = (uint4)input.p;
return ps_crt(input, (p.x + (p.y % 3)) % 3);
}
#elif SHADER_MODEL <= 0x300
struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = input.p;
output.t = input.t;
return output;
}
sampler Texture : register(s0);
float4 ps_main0(float2 t : TEXCOORD0) : COLOR
{
return tex2D(Texture, t);
}
float4 ps_main1(float2 t : TEXCOORD0) : COLOR
{
float4 c = tex2D(Texture, t);
c.a *= 128.0f / 255; // *= 0.5f is no good here, need to do this in order to get 0x80 for 1.0f (instead of 0x7f)
return c;
}
float4 ps_main2(float2 t : TEXCOORD0) : COLOR
{
clip(tex2D(Texture, t).a - (1.0f - 0.9f/256));
return 0;
}
float4 ps_main3(float2 t : TEXCOORD0) : COLOR
{
clip((1.0f - 0.9f/256) - tex2D(Texture, t).a);
return 0;
}
float4 ps_main4() : COLOR
{
return 1;
}
float4 ps_crt(float2 t, int i)
{
float4 mask[4] =
{
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(1, 1, 1, 0)
};
return tex2D(Texture, t) * saturate(mask[i] + 0.5f);
}
float4 ps_main5(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // triangular
{
int4 p = (int4)vPos;
// return ps_crt(t, ((p.x + (p.y % 2) * 3) / 2) % 3);
return ps_crt(t, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3);
}
float4 ps_main6(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // diagonal
{
int4 p = (int4)vPos;
return ps_crt(t, (p.x + (p.y % 3)) % 3);
}
#endif