mirror of https://github.com/PCSX2/pcsx2.git
64 lines
1.3 KiB
GLSL
64 lines
1.3 KiB
GLSL
//#version 420 // Keep it for editor detection
|
|
|
|
struct vertex_basic
|
|
{
|
|
vec4 p;
|
|
vec2 t;
|
|
};
|
|
|
|
#ifdef FRAGMENT_SHADER
|
|
layout(location = 0) in vertex_basic PSin;
|
|
|
|
layout(location = 0) out vec4 SV_Target0;
|
|
|
|
#ifdef DISABLE_GL42
|
|
layout(std140) uniform cb11
|
|
#else
|
|
layout(std140, binding = 11) uniform cb11
|
|
#endif
|
|
{
|
|
vec2 ZrH;
|
|
float hH;
|
|
};
|
|
|
|
layout(binding = 0) uniform sampler2D TextureSampler;
|
|
|
|
// TODO ensure that clip (discard) is < 0 and not <= 0 ???
|
|
void ps_main0()
|
|
{
|
|
// I'm not sure it impact us but be safe to lookup texture before conditional if
|
|
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
|
|
vec4 c = texture(TextureSampler, PSin.t);
|
|
if (fract(PSin.t.y * hH) - 0.5 < 0.0)
|
|
discard;
|
|
|
|
SV_Target0 = c;
|
|
}
|
|
|
|
void ps_main1()
|
|
{
|
|
// I'm not sure it impact us but be safe to lookup texture before conditional if
|
|
// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
|
|
vec4 c = texture(TextureSampler, PSin.t);
|
|
if (0.5 - fract(PSin.t.y * hH) < 0.0)
|
|
discard;
|
|
|
|
SV_Target0 = c;
|
|
}
|
|
|
|
void ps_main2()
|
|
{
|
|
vec4 c0 = texture(TextureSampler, PSin.t - ZrH);
|
|
vec4 c1 = texture(TextureSampler, PSin.t);
|
|
vec4 c2 = texture(TextureSampler, PSin.t + ZrH);
|
|
|
|
SV_Target0 = (c0 + c1 * 2 + c2) / 4;
|
|
}
|
|
|
|
void ps_main3()
|
|
{
|
|
SV_Target0 = texture(TextureSampler, PSin.t);
|
|
}
|
|
|
|
#endif
|