mirror of https://github.com/PCSX2/pcsx2.git
647 lines
12 KiB
GLSL
647 lines
12 KiB
GLSL
//#version 420 // Keep it for text editor detection
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// note lerp => mix
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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#define FMT_PAL 4 /* flag bit */
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#ifndef VS_BPPZ
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_LOGZ 0
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#endif
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#ifndef GS_IIP
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#define GS_IIP 0
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#define GS_PRIM 3
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#endif
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#ifndef PS_FST
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#define PS_FST 0
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#define PS_WMS 0
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#define PS_WMT 0
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#define PS_FMT FMT_32
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#define PS_AEM 0
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#define PS_TFX 0
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#define PS_TCC 1
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#define PS_ATST 1
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#define PS_FOG 0
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#define PS_CLR1 0
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#define PS_FBA 0
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#define PS_AOUT 0
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#define PS_LTF 1
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#define PS_COLCLIP 0
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#define PS_DATE 0
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#define PS_SPRITEHACK 0
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#endif
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struct vertex
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{
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vec4 p;
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vec4 t;
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vec4 tp;
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vec4 c;
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};
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#ifdef VERTEX_SHADER
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layout(location = 0) in vec2 i_st;
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layout(location = 1) in vec4 i_c;
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layout(location = 2) in float i_q;
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layout(location = 3) in uvec2 i_p;
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layout(location = 4) in uint i_z;
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layout(location = 5) in uvec2 i_uv;
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layout(location = 6) in vec4 i_f;
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layout(location = 0) out vertex VSout;
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out gl_PerVertex {
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invariant vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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};
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layout(std140, binding = 4) uniform cb0
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{
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vec4 VertexScale;
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vec4 VertexOffset;
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vec2 TextureScale;
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};
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void vs_main()
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{
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uint z;
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if(VS_BPPZ == 1) // 24
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z = i_z & uint(0xffffff);
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else if(VS_BPPZ == 2) // 16
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z = i_z & uint(0xffff);
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else
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z = i_z;
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// 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)
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// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
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// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
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// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
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vec4 p = vec4(i_p, z, 0) - vec4(0.05f, 0.05f, 0, 0);
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vec4 final_p = p * VertexScale - VertexOffset;
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// FIXME
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// FLIP vertically
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final_p.y *= -1.0f;
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if(VS_LOGZ == 1)
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{
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final_p.z = log2(1.0f + float(z)) / 32.0f;
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}
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VSout.p = final_p;
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gl_Position = final_p; // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
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#if VS_RTCOPY
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VSout.tp = final_p * vec4(0.5, -0.5, 0, 0) + 0.5;
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#endif
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if(VS_TME != 0)
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{
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if(VS_FST != 0)
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{
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//VSout.t.xy = i_t * TextureScale;
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VSout.t.xy = i_uv * TextureScale;
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VSout.t.w = 1.0f;
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}
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else
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{
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//VSout.t.xy = i_t;
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VSout.t.xy = i_st;
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VSout.t.w = i_q;
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}
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}
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else
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{
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VSout.t.xy = vec2(0.0f, 0.0f);
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VSout.t.w = 1.0f;
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}
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VSout.c = i_c;
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VSout.t.z = i_f.r;
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}
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#endif
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#ifdef GEOMETRY_SHADER
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in gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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} gl_in[];
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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};
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// FIXME
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// AMD Driver bug again !!!!
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//layout(location = 0) in vertex GSin[];
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in vertex GSin[];
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layout(location = 0) out vertex GSout;
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#if GS_PRIM == 0
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layout(points) in;
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layout(points, max_vertices = 1) out;
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void gs_main()
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{
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = gl_in[i].gl_Position; // FIXME is it useful
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GSout = GSin[i];
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EmitVertex();
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}
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EndPrimitive();
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}
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#elif GS_PRIM == 1
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layout(lines) in;
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layout(line_strip, max_vertices = 2) out;
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void gs_main()
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{
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = gl_in[i].gl_Position; // FIXME is it useful
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GSout = GSin[i];
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#if GS_IIP == 0
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if (i == 0)
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GSout.c = GSin[1].c;
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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#elif GS_PRIM == 2
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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void gs_main()
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{
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = gl_in[i].gl_Position; // FIXME is it useful
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GSout = GSin[i];
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#if GS_IIP == 0
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if (i == 0 || i == 1)
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GSout.c = GSin[2].c;
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#endif
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EmitVertex();
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}
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EndPrimitive();
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}
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#elif GS_PRIM == 3
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layout(lines) in;
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layout(triangle_strip, max_vertices = 6) out;
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void gs_main()
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{
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// left top => GSin[0];
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// right bottom => GSin[1];
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vertex rb = GSin[1];
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vertex lt = GSin[0];
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lt.p.z = rb.p.z;
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lt.t.zw = rb.t.zw;
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#if GS_IIP == 0
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lt.c = rb.c;
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#endif
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vertex lb = rb;
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lb.p.x = lt.p.x;
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lb.t.x = lt.t.x;
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vertex rt = rb;
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rt.p.y = lt.p.y;
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rt.t.y = lt.t.y;
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// Triangle 1
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gl_Position = lt.p;
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GSout = lt;
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EmitVertex();
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gl_Position = lb.p;
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GSout = lb;
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EmitVertex();
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gl_Position = rt.p;
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GSout = rt;
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EmitVertex();
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EndPrimitive();
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// Triangle 2
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gl_Position = lb.p;
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GSout = lb;
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EmitVertex();
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gl_Position = rt.p;
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GSout = rt;
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EmitVertex();
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gl_Position = rb.p;
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GSout = rb;
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EmitVertex();
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EndPrimitive();
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}
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#endif
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#endif
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#ifdef FRAGMENT_SHADER
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layout(location = 0) in vertex PSin;
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) out vec4 SV_Target0;
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layout(location = 0, index = 1) out vec4 SV_Target1;
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 1) uniform sampler2D PaletteSampler;
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layout(binding = 2) uniform sampler2D RTCopySampler;
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layout(std140, binding = 5) uniform cb1
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{
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vec3 FogColor;
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float AREF;
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vec4 HalfTexel;
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vec4 WH;
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vec4 MinMax;
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vec2 MinF;
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vec2 TA;
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uvec4 MskFix;
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};
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vec4 sample_c(vec2 uv)
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{
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// FIXME I'm not sure it is a good solution to flip texture
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return texture(TextureSampler, uv);
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//FIXME another way to FLIP vertically
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//return texture(TextureSampler, vec2(uv.x, 1.0f-uv.y) );
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}
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vec4 sample_p(float u)
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{
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//FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim
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// So for the moment cheat with 0.0f dunno if it work
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return texture(PaletteSampler, vec2(u, 0.0f));
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}
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vec4 sample_rt(vec2 uv)
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{
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return texture(RTCopySampler, uv);
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}
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vec4 wrapuv(vec4 uv)
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{
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vec4 uv_out = uv;
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if(PS_WMS == PS_WMT)
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{
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if(PS_WMS == 2)
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{
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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}
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else if(PS_WMS == 3)
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{
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uv_out = vec4(((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy);
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}
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}
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else
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{
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if(PS_WMS == 2)
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{
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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}
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else if(PS_WMS == 3)
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{
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uv_out.xz = vec2(((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx);
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}
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if(PS_WMT == 2)
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{
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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}
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else if(PS_WMT == 3)
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{
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uv_out.yw = vec2(((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy);
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}
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}
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return uv_out;
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}
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vec2 clampuv(vec2 uv)
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{
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vec2 uv_out = uv;
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if(PS_WMS == 2 && PS_WMT == 2)
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{
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uv_out = clamp(uv, MinF, MinMax.zw);
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}
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else if(PS_WMS == 2)
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{
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uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
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}
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else if(PS_WMT == 2)
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{
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uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
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}
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return uv_out;
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}
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mat4 sample_4c(vec4 uv)
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{
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mat4 c;
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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c[3] = sample_c(uv.zw);
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return c;
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}
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vec4 sample_4a(vec4 uv)
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{
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vec4 c;
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// XXX
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// I think .a is related to 8bit texture in alpha channel
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// Opengl is only 8 bits on red channel. Not sure exactly of the impact
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c.x = sample_c(uv.xy).a;
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c.y = sample_c(uv.zy).a;
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c.z = sample_c(uv.xw).a;
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c.w = sample_c(uv.zw).a;
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return c * 255./256 + 0.5/256;
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}
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mat4 sample_4p(vec4 u)
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{
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mat4 c;
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c[0] = sample_p(u.x);
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c[1] = sample_p(u.y);
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c[2] = sample_p(u.z);
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c[3] = sample_p(u.w);
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return c;
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}
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vec4 sample_color(vec2 st, float q)
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{
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if(PS_FST == 0)
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{
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st /= q;
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}
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vec4 t;
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mat4 c;
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vec2 dd;
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if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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{
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c[0] = sample_c(clampuv(st));
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}
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else
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{
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vec4 uv;
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if(PS_LTF != 0)
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{
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uv = st.xyxy + HalfTexel;
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dd = fract(uv.xy * WH.zw);
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}
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else
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{
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uv = st.xyxy;
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}
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uv = wrapuv(uv);
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if((PS_FMT & FMT_PAL) != 0)
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{
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c = sample_4p(sample_4a(uv));
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}
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else
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{
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c = sample_4c(uv);
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}
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}
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// PERF: see the impact of the exansion before/after the interpolation
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for (uint i = 0; i < 4; i++)
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{
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if((PS_FMT & ~FMT_PAL) == FMT_24)
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{
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// FIXME GLSL any only support bvec so try to mix it with notEqual
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bvec3 rgb_check = notEqual( t.rgb, vec3(0.0f, 0.0f, 0.0f) );
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t.a = ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
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}
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else if((PS_FMT & ~FMT_PAL) == FMT_16)
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{
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// FIXME GLSL any only support bvec so try to mix it with notEqual
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bvec3 rgb_check = notEqual( t.rgb, vec3(0.0f, 0.0f, 0.0f) );
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t.a = t.a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(rgb_check) ) ? TA.x : 0.0f;
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}
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}
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if(PS_LTF != 0)
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{
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t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
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}
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else
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{
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t = c[0];
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}
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return t;
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}
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vec4 tfx(vec4 t, vec4 c)
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{
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vec4 c_out = c;
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if(PS_TFX == 0)
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{
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if(PS_TCC != 0)
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{
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c_out = c * t * 255.0f / 128;
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}
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else
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{
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128;
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}
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}
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else if(PS_TFX == 1)
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{
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if(PS_TCC != 0)
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{
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c_out = t;
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}
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else
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{
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c_out.rgb = t.rgb;
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}
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}
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else if(PS_TFX == 2)
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{
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC != 0)
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{
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c_out.a += t.a;
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}
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}
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else if(PS_TFX == 3)
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{
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128 + c.a;
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if(PS_TCC != 0)
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{
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c_out.a = t.a;
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}
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}
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return clamp(c_out, vec4(0.0f, 0.0f, 0.0f, 0.0f), vec4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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void datst()
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{
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#if PS_DATE > 0
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float alpha = sample_rt(PSin.tp.xy).a;
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float alpha0x80 = 128. / 255;
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if (PS_DATE == 1 && alpha >= alpha0x80)
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discard;
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else if (PS_DATE == 2 && alpha < alpha0x80)
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discard;
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#endif
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}
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void atst(vec4 c)
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{
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float a = trunc(c.a * 255 + 0.01);
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if(PS_ATST == 0) // never
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{
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discard;
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}
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else if(PS_ATST == 1) // always
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{
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// nothing to do
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}
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else if(PS_ATST == 2 ) // l
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{
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if (PS_SPRITEHACK == 0)
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if ((AREF - a - 0.5f) < 0.0f)
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discard;
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}
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else if(PS_ATST == 3 ) // le
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{
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if ((AREF - a + 0.5f) < 0.0f)
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discard;
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}
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else if(PS_ATST == 4) // e
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{
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if ((0.5f - abs(a - AREF)) < 0.0f)
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discard;
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}
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else if(PS_ATST == 5) // ge
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{
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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
|