mirror of https://github.com/PCSX2/pcsx2.git
240 lines
3.8 KiB
HLSL
240 lines
3.8 KiB
HLSL
#if SHADER_MODEL >= 0x400
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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Texture2D Texture;
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SamplerState TextureSampler;
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float4 sample_c(float2 uv)
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{
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return Texture.Sample(TextureSampler, uv);
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}
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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float4 c : SV_Target0;
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};
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#elif SHADER_MODEL <= 0x300
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct PS_INPUT
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{
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#if SHADER_MODEL < 0x300
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float4 p : TEXCOORD1;
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#else
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float4 p : VPOS;
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#endif
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float2 t : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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float4 c : COLOR;
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};
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sampler Texture : register(s0);
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float4 sample_c(float2 uv)
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{
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return tex2D(Texture, uv);
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}
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#endif
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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VS_OUTPUT output;
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output.p = input.p;
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output.t = input.t;
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return output;
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}
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PS_OUTPUT ps_main0(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = sample_c(input.t);
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return output;
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}
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float4 ps_crt(PS_INPUT input, int i)
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{
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float4 mask[4] =
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{
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(1, 1, 1, 0)
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};
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return sample_c(input.t) * saturate(mask[i] + 0.5f);
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}
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#if SHADER_MODEL >= 0x400
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uint ps_main1(PS_INPUT input) : SV_Target0
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{
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float4 c = sample_c(input.t);
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c.a *= 256.0f / 127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
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uint4 i = c * float4(0x001f, 0x03e0, 0x7c00, 0x8000);
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return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
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}
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PS_OUTPUT ps_main2(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(sample_c(input.t).a - 128.0f / 255); // >= 0x80 pass
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_main3(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(127.95f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_main4(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = fmod(sample_c(input.t) * 255 + 0.5f, 256) / 255;
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return output;
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}
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PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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// output.c = ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3);
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output.c = ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3);
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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return output;
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}
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#elif SHADER_MODEL <= 0x300
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PS_OUTPUT ps_main1(PS_INPUT input)
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{
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PS_OUTPUT output;
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float4 c = sample_c(input.t);
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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)
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output.c = c;
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return output;
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}
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PS_OUTPUT ps_main2(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(sample_c(input.t).a - 255.0f / 255); // >= 0x80 pass
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_main3(PS_INPUT input)
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{
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PS_OUTPUT output;
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clip(254.95f / 255 - sample_c(input.t).a); // < 0x80 pass (== 0x80 should not pass)
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output.c = 0;
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return output;
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}
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PS_OUTPUT ps_main4(PS_INPUT input)
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{
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PS_OUTPUT output;
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output.c = 1;
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return output;
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}
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PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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// output.c = ps_crt(input, ((p.x + (p.y % 2) * 3) / 2) % 3);
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output.c = ps_crt(input, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3);
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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return output;
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}
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#endif |