mirror of https://github.com/PCSX2/pcsx2.git
1049 lines
21 KiB
HLSL
1049 lines
21 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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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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#ifndef VS_TME
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#define VS_IIP 0
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#define VS_TME 1
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#define VS_FST 1
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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_IIP 0
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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_AEM_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_IIP 0
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#define PS_CLR_HW 0
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#define PS_FBA 0
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#define PS_FBMASK 0
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#define PS_LTF 1
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#define PS_TCOFFSETHACK 0
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#define PS_POINT_SAMPLER 0
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#define PS_SHUFFLE 0
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#define PS_READ_BA 0
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#define PS_DFMT 0
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#define PS_DEPTH_FMT 0
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#define PS_PAL_FMT 0
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#define PS_CHANNEL_FETCH 0
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#define PS_TALES_OF_ABYSS_HLE 0
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#define PS_URBAN_CHAOS_HLE 0
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#define PS_INVALID_TEX0 0
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#define PS_SCALE_FACTOR 1
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#define PS_HDR 0
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#define PS_COLCLIP 0
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#define PS_BLEND_A 0
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#define PS_BLEND_B 0
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#define PS_BLEND_C 0
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#define PS_BLEND_D 0
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#define PS_BLEND_MIX 0
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#define PS_PABE 0
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#define PS_DITHER 0
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#define PS_ZCLAMP 0
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#define PS_SCANMSK 0
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#define PS_AUTOMATIC_LOD 0
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#define PS_MANUAL_LOD 0
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#define PS_TEX_IS_FB 0
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#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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struct VS_INPUT
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{
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float2 st : TEXCOORD0;
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uint4 c : COLOR0;
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float q : TEXCOORD1;
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uint2 p : POSITION0;
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uint z : POSITION1;
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uint2 uv : TEXCOORD2;
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float4 f : COLOR1;
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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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float4 t : TEXCOORD0;
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float4 ti : TEXCOORD2;
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#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
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float4 c : COLOR0;
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#else
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nointerpolation float4 c : COLOR0;
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#endif
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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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float4 t : TEXCOORD0;
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float4 ti : TEXCOORD2;
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#if VS_IIP != 0 || GS_IIP != 0 || PS_IIP != 0
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float4 c : COLOR0;
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#else
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nointerpolation float4 c : COLOR0;
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#endif
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};
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struct PS_OUTPUT
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{
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float4 c0 : SV_Target0;
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float4 c1 : SV_Target1;
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#if PS_ZCLAMP
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float depth : SV_Depth;
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#endif
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};
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Texture2D<float4> Texture : register(t0);
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Texture2D<float4> Palette : register(t1);
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Texture2D<float4> RtTexture : register(t2);
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SamplerState TextureSampler : register(s0);
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SamplerState PaletteSampler : register(s1);
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cbuffer cb0
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{
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float2 VertexScale;
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float2 VertexOffset;
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float2 TextureScale;
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float2 TextureOffset;
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float2 PointSize;
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uint MaxDepth;
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uint pad_cb0;
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};
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cbuffer cb1
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{
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float3 FogColor;
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float AREF;
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float4 WH;
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float2 TA;
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float MaxDepthPS;
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float Af;
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uint4 MskFix;
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uint4 FbMask;
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float4 HalfTexel;
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float4 MinMax;
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int4 ChannelShuffle;
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float2 TC_OffsetHack;
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float2 STScale;
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float4x4 DitherMatrix;
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};
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float4 sample_c(float2 uv, float uv_w)
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{
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#if PS_TEX_IS_FB == 1
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return RtTexture.Load(int3(int2(uv * WH.zw), 0));
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#else
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if (PS_POINT_SAMPLER)
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{
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// Weird issue with ATI/AMD cards,
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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// As of 2018 this issue is still present.
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uv = (trunc(uv * WH.zw) + float2(0.5, 0.5)) / WH.zw;
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}
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uv *= STScale;
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#if PS_AUTOMATIC_LOD == 1
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return Texture.Sample(TextureSampler, uv);
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#elif PS_MANUAL_LOD == 1
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = MinMax.x;
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float L = MinMax.y;
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float bias = MinMax.z;
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float max_lod = MinMax.w;
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float gs_lod = K - log2(abs(uv_w)) * L;
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// FIXME max useful ?
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//float lod = max(min(gs_lod, max_lod) - bias, 0.0f);
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float lod = min(gs_lod, max_lod) - bias;
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return Texture.SampleLevel(TextureSampler, uv, lod);
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#else
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return Texture.SampleLevel(TextureSampler, uv, 0); // No lod
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#endif
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#endif
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}
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float4 sample_p(float u)
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{
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return Palette.Sample(PaletteSampler, u);
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}
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float4 clamp_wrap_uv(float4 uv)
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{
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float4 tex_size;
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if (PS_INVALID_TEX0 == 1)
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tex_size = WH.zwzw;
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else
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tex_size = WH.xyxy;
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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 = 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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#if PS_FST == 0
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// wrap negative uv coords to avoid an off by one error that shifted
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// textures. Fixes Xenosaga's hair issue.
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uv = frac(uv);
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#endif
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uv = (float4)(((uint4)(uv * tex_size) & MskFix.xyxy) | MskFix.zwzw) / tex_size;
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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.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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#if PS_FST == 0
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uv.xz = frac(uv.xz);
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#endif
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uv.xz = (float2)(((uint2)(uv.xz * tex_size.xx) & MskFix.xx) | MskFix.zz) / tex_size.xx;
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}
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if(PS_WMT == 2)
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{
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uv.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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#if PS_FST == 0
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uv.yw = frac(uv.yw);
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#endif
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uv.yw = (float2)(((uint2)(uv.yw * tex_size.yy) & MskFix.yy) | MskFix.ww) / tex_size.yy;
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}
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}
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return uv;
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}
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float4x4 sample_4c(float4 uv, float uv_w)
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{
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float4x4 c;
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c[0] = sample_c(uv.xy, uv_w);
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c[1] = sample_c(uv.zy, uv_w);
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c[2] = sample_c(uv.xw, uv_w);
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c[3] = sample_c(uv.zw, uv_w);
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return c;
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}
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float4 sample_4_index(float4 uv, float uv_w)
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{
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float4 c;
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c.x = sample_c(uv.xy, uv_w).a;
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c.y = sample_c(uv.zy, uv_w).a;
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c.z = sample_c(uv.xw, uv_w).a;
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c.w = sample_c(uv.zw, uv_w).a;
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// Denormalize value
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uint4 i = uint4(c * 255.0f + 0.5f);
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if (PS_PAL_FMT == 1)
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{
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// 4HL
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c = float4(i & 0xFu) / 255.0f;
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}
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else if (PS_PAL_FMT == 2)
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{
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// 4HH
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c = float4(i >> 4u) / 255.0f;
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}
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// Most of texture will hit this code so keep normalized float value
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// 8 bits
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return c * 255./256 + 0.5/256;
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}
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float4x4 sample_4p(float4 u)
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{
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float4x4 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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int fetch_raw_depth(int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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float4 col = RtTexture.Load(int3(xy, 0));
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#else
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float4 col = Texture.Load(int3(xy, 0));
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#endif
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return (int)(col.r * exp2(32.0f));
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}
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float4 fetch_raw_color(int2 xy)
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{
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#if PS_TEX_IS_FB == 1
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return RtTexture.Load(int3(xy, 0));
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#else
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return Texture.Load(int3(xy, 0));
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#endif
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}
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float4 fetch_c(int2 uv)
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{
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return Texture.Load(int3(uv, 0));
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}
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//////////////////////////////////////////////////////////////////////
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// Depth sampling
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//////////////////////////////////////////////////////////////////////
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int2 clamp_wrap_uv_depth(int2 uv)
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{
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int4 mask = (int4)MskFix << 4;
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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 = clamp(uv, mask.xy, mask.zw);
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}
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else if (PS_WMS == 3)
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{
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uv = (uv & mask.xy) | mask.zw;
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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.x = clamp(uv.x, mask.x, mask.z);
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}
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else if (PS_WMS == 3)
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{
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uv.x = (uv.x & mask.x) | mask.z;
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}
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if (PS_WMT == 2)
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{
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uv.y = clamp(uv.y, mask.y, mask.w);
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}
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else if (PS_WMT == 3)
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{
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uv.y = (uv.y & mask.y) | mask.w;
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}
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}
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return uv;
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}
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float4 sample_depth(float2 st, float2 pos)
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{
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float2 uv_f = (float2)clamp_wrap_uv_depth(int2(st)) * (float2)PS_SCALE_FACTOR * (float2)(1.0f / 16.0f);
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int2 uv = (int2)uv_f;
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float4 t = (float4)(0.0f);
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if (PS_TALES_OF_ABYSS_HLE == 1)
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{
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// Warning: UV can't be used in channel effect
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int depth = fetch_raw_depth(pos);
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// Convert msb based on the palette
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t = Palette.Load(int3((depth >> 8) & 0xFF, 0, 0)) * 255.0f;
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}
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else if (PS_URBAN_CHAOS_HLE == 1)
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{
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// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
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// So it will do a first channel trick to extract lsb, value is right-shifted.
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// Then a new channel trick to extract msb which will shifted to the left.
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// OpenGL uses a FLOAT32 format for the depth so it requires a couple of conversion.
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// To be faster both steps (msb&lsb) are done in a single pass.
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// Warning: UV can't be used in channel effect
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int depth = fetch_raw_depth(pos);
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// Convert lsb based on the palette
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t = Palette.Load(int3(depth & 0xFF, 0, 0)) * 255.0f;
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// Msb is easier
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float green = (float)((depth >> 8) & 0xFF) * 36.0f;
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green = min(green, 255.0f);
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t.g += green;
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}
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else if (PS_DEPTH_FMT == 1)
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{
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// Based on ps_main11 of convert
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// Convert a FLOAT32 depth texture into a RGBA color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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t = float4(uint4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
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}
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else if (PS_DEPTH_FMT == 2)
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{
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// Based on ps_main12 of convert
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// Convert a FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
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uint d = uint(fetch_c(uv).r * exp2(32.0f));
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t = float4(uint4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u));
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}
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else if (PS_DEPTH_FMT == 3)
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{
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// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
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t = fetch_c(uv) * 255.0f;
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}
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if (PS_AEM_FMT == FMT_24)
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{
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t.a = ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
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}
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else if (PS_AEM_FMT == FMT_16)
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{
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t.a = t.a >= 128.0f ? 255.0f * TA.y : ((PS_AEM == 0) || any(bool3(t.rgb))) ? 255.0f * TA.x : 0.0f;
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}
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return t;
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}
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//////////////////////////////////////////////////////////////////////
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// Fetch a Single Channel
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//////////////////////////////////////////////////////////////////////
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float4 fetch_red(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy)) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.r) * 255.0f;
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}
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float4 fetch_green(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy) >> 8) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.g) * 255.0f;
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}
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float4 fetch_blue(int2 xy)
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{
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float4 rt;
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = (fetch_raw_depth(xy) >> 16) & 0xFF;
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rt = (float4)(depth) / 255.0f;
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}
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else
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{
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rt = fetch_raw_color(xy);
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}
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return sample_p(rt.b) * 255.0f;
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}
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float4 fetch_alpha(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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return sample_p(rt.a) * 255.0f;
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}
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float4 fetch_rgb(int2 xy)
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{
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float4 rt = fetch_raw_color(xy);
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float4 c = float4(sample_p(rt.r).r, sample_p(rt.g).g, sample_p(rt.b).b, 1.0);
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return c * 255.0f;
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}
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float4 fetch_gXbY(int2 xy)
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{
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if ((PS_DEPTH_FMT == 1) || (PS_DEPTH_FMT == 2))
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{
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int depth = fetch_raw_depth(xy);
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int bg = (depth >> (8 + ChannelShuffle.w)) & 0xFF;
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return (float4)(bg);
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}
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else
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{
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int4 rt = (int4)(fetch_raw_color(xy) * 255.0);
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int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
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int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
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return (float4)(green | blue);
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}
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}
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float4 sample_color(float2 st, float uv_w)
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{
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#if PS_TCOFFSETHACK
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st += TC_OffsetHack.xy;
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#endif
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float4 t;
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float4x4 c;
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float2 dd;
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if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_WMS < 2 && PS_WMT < 2)
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{
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c[0] = sample_c(st, uv_w);
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}
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else
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{
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float4 uv;
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if(PS_LTF)
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|
{
|
|
uv = st.xyxy + HalfTexel;
|
|
dd = frac(uv.xy * WH.zw);
|
|
|
|
if(PS_FST == 0)
|
|
{
|
|
dd = clamp(dd, (float2)0.0f, (float2)0.9999999f);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
uv = st.xyxy;
|
|
}
|
|
|
|
uv = clamp_wrap_uv(uv);
|
|
|
|
#if PS_PAL_FMT != 0
|
|
c = sample_4p(sample_4_index(uv, uv_w));
|
|
#else
|
|
c = sample_4c(uv, uv_w);
|
|
#endif
|
|
}
|
|
|
|
[unroll]
|
|
for (uint i = 0; i < 4; i++)
|
|
{
|
|
if(PS_AEM_FMT == FMT_24)
|
|
{
|
|
c[i].a = !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
|
}
|
|
else if(PS_AEM_FMT == FMT_16)
|
|
{
|
|
c[i].a = c[i].a >= 0.5 ? TA.y : !PS_AEM || any(c[i].rgb) ? TA.x : 0;
|
|
}
|
|
}
|
|
|
|
if(PS_LTF)
|
|
{
|
|
t = lerp(lerp(c[0], c[1], dd.x), lerp(c[2], c[3], dd.x), dd.y);
|
|
}
|
|
else
|
|
{
|
|
t = c[0];
|
|
}
|
|
|
|
return trunc(t * 255.0f + 0.05f);
|
|
}
|
|
|
|
float4 tfx(float4 T, float4 C)
|
|
{
|
|
float4 C_out;
|
|
float4 FxT = trunc(trunc(C) * T / 128.0f);
|
|
|
|
#if (PS_TFX == 0)
|
|
C_out = FxT;
|
|
#elif (PS_TFX == 1)
|
|
C_out = T;
|
|
#elif (PS_TFX == 2)
|
|
C_out.rgb = FxT.rgb + C.a;
|
|
C_out.a = T.a + C.a;
|
|
#elif (PS_TFX == 3)
|
|
C_out.rgb = FxT.rgb + C.a;
|
|
C_out.a = T.a;
|
|
#else
|
|
C_out = C;
|
|
#endif
|
|
|
|
#if (PS_TCC == 0)
|
|
C_out.a = C.a;
|
|
#endif
|
|
|
|
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
|
|
// Clamp only when it is useful
|
|
C_out = min(C_out, 255.0f);
|
|
#endif
|
|
|
|
return C_out;
|
|
}
|
|
|
|
void atst(float4 C)
|
|
{
|
|
float a = C.a;
|
|
|
|
if(PS_ATST == 0)
|
|
{
|
|
// nothing to do
|
|
}
|
|
else if(PS_ATST == 1)
|
|
{
|
|
if (a > AREF) discard;
|
|
}
|
|
else if(PS_ATST == 2)
|
|
{
|
|
if (a < AREF) discard;
|
|
}
|
|
else if(PS_ATST == 3)
|
|
{
|
|
if (abs(a - AREF) > 0.5f) discard;
|
|
}
|
|
else if(PS_ATST == 4)
|
|
{
|
|
if (abs(a - AREF) < 0.5f) discard;
|
|
}
|
|
}
|
|
|
|
float4 fog(float4 c, float f)
|
|
{
|
|
if(PS_FOG)
|
|
{
|
|
c.rgb = trunc(lerp(FogColor, c.rgb, f));
|
|
}
|
|
|
|
return c;
|
|
}
|
|
|
|
float4 ps_color(PS_INPUT input)
|
|
{
|
|
#if PS_FST == 0 && PS_INVALID_TEX0 == 1
|
|
// Re-normalize coordinate from invalid GS to corrected texture size
|
|
float2 st = (input.t.xy * WH.xy) / (input.t.w * WH.zw);
|
|
// no st_int yet
|
|
#elif PS_FST == 0
|
|
float2 st = input.t.xy / input.t.w;
|
|
float2 st_int = input.ti.zw / input.t.w;
|
|
#else
|
|
float2 st = input.ti.xy;
|
|
float2 st_int = input.ti.zw;
|
|
#endif
|
|
|
|
#if PS_CHANNEL_FETCH == 1
|
|
float4 T = fetch_red(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 2
|
|
float4 T = fetch_green(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 3
|
|
float4 T = fetch_blue(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 4
|
|
float4 T = fetch_alpha(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 5
|
|
float4 T = fetch_rgb(int2(input.p.xy));
|
|
#elif PS_CHANNEL_FETCH == 6
|
|
float4 T = fetch_gXbY(int2(input.p.xy));
|
|
#elif PS_DEPTH_FMT > 0
|
|
float4 T = sample_depth(st_int, input.p.xy);
|
|
#else
|
|
float4 T = sample_color(st, input.t.w);
|
|
#endif
|
|
|
|
float4 C = tfx(T, input.c);
|
|
|
|
atst(C);
|
|
|
|
C = fog(C, input.t.z);
|
|
|
|
return C;
|
|
}
|
|
|
|
void ps_fbmask(inout float4 C, float2 pos_xy)
|
|
{
|
|
if (PS_FBMASK)
|
|
{
|
|
float4 RT = trunc(RtTexture.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
|
C = (float4)(((uint4)C & ~FbMask) | ((uint4)RT & FbMask));
|
|
}
|
|
}
|
|
|
|
void ps_dither(inout float3 C, float2 pos_xy)
|
|
{
|
|
if (PS_DITHER)
|
|
{
|
|
int2 fpos;
|
|
|
|
if (PS_DITHER == 2)
|
|
fpos = int2(pos_xy);
|
|
else
|
|
fpos = int2(pos_xy / (float)PS_SCALE_FACTOR);
|
|
|
|
C += DitherMatrix[fpos.x & 3][fpos.y & 3];
|
|
}
|
|
}
|
|
|
|
void ps_color_clamp_wrap(inout float3 C)
|
|
{
|
|
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
|
// so we need to limit the color depth on dithered items
|
|
if (SW_BLEND || PS_DITHER || PS_FBMASK)
|
|
{
|
|
// Standard Clamp
|
|
if (PS_COLCLIP == 0 && PS_HDR == 0)
|
|
C = clamp(C, (float3)0.0f, (float3)255.0f);
|
|
|
|
// In 16 bits format, only 5 bits of color are used. It impacts shadows computation of Castlevania
|
|
if (PS_DFMT == FMT_16 && PS_BLEND_MIX == 0)
|
|
C = (float3)((int3)C & (int3)0xF8);
|
|
else if (PS_COLCLIP == 1 && PS_HDR == 0)
|
|
C = (float3)((int3)C & (int3)0xFF);
|
|
}
|
|
}
|
|
|
|
void ps_blend(inout float4 Color, float As, float2 pos_xy)
|
|
{
|
|
if (SW_BLEND)
|
|
{
|
|
// PABE
|
|
if (PS_PABE)
|
|
{
|
|
// No blending so early exit
|
|
if (As < 1.0f)
|
|
return;
|
|
}
|
|
|
|
float4 RT = trunc(RtTexture.Load(int3(pos_xy, 0)) * 255.0f + 0.1f);
|
|
|
|
float Ad = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
|
|
|
float3 Cd = RT.rgb;
|
|
float3 Cs = Color.rgb;
|
|
|
|
float3 A = (PS_BLEND_A == 0) ? Cs : ((PS_BLEND_A == 1) ? Cd : (float3)0.0f);
|
|
float3 B = (PS_BLEND_B == 0) ? Cs : ((PS_BLEND_B == 1) ? Cd : (float3)0.0f);
|
|
float C = (PS_BLEND_C == 0) ? As : ((PS_BLEND_C == 1) ? Ad : Af);
|
|
float3 D = (PS_BLEND_D == 0) ? Cs : ((PS_BLEND_D == 1) ? Cd : (float3)0.0f);
|
|
|
|
// As/Af clamp alpha for Blend mix
|
|
if (PS_BLEND_MIX)
|
|
C = min(C, (float)1.0f);
|
|
|
|
Color.rgb = (PS_BLEND_A == PS_BLEND_B) ? D : trunc(((A - B) * C) + D);
|
|
}
|
|
else
|
|
{
|
|
if (PS_CLR_HW == 1 || PS_CLR_HW == 5)
|
|
{
|
|
// Needed for Cd * (As/Ad/F + 1) blending modes
|
|
|
|
Color.rgb = (float3)255.0f;
|
|
}
|
|
else if (PS_CLR_HW == 2 || PS_CLR_HW == 4)
|
|
{
|
|
// Cd*As,Cd*Ad or Cd*F
|
|
|
|
float Alpha = PS_BLEND_C == 2 ? Af : As;
|
|
|
|
Color.rgb = max((float3)0.0f, (Alpha - (float3)1.0f));
|
|
Color.rgb *= (float3)255.0f;
|
|
}
|
|
else if (PS_CLR_HW == 3)
|
|
{
|
|
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
|
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value
|
|
|
|
Color.rgb *= (255.0f / 128.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
PS_OUTPUT ps_main(PS_INPUT input)
|
|
{
|
|
float4 C = ps_color(input);
|
|
|
|
PS_OUTPUT output;
|
|
|
|
if (PS_SCANMSK & 2)
|
|
{
|
|
// fail depth test on prohibited lines
|
|
if ((int(input.p.y) & 1) == (PS_SCANMSK & 1))
|
|
discard;
|
|
}
|
|
|
|
if (PS_SHUFFLE)
|
|
{
|
|
uint4 denorm_c = uint4(C);
|
|
uint2 denorm_TA = uint2(float2(TA.xy) * 255.0f + 0.5f);
|
|
|
|
// Mask will take care of the correct destination
|
|
if (PS_READ_BA)
|
|
C.rb = C.bb;
|
|
else
|
|
C.rb = C.rr;
|
|
|
|
if (PS_READ_BA)
|
|
{
|
|
if (denorm_c.a & 0x80u)
|
|
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
|
else
|
|
C.ga = (float2)(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
|
}
|
|
else
|
|
{
|
|
if (denorm_c.g & 0x80u)
|
|
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
|
|
else
|
|
C.ga = (float2)(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
|
|
}
|
|
}
|
|
|
|
// Must be done before alpha correction
|
|
float alpha_blend;
|
|
if (PS_BLEND_C == 1 && PS_CLR_HW > 3)
|
|
{
|
|
float4 RT = trunc(RtTexture.Load(int3(input.p.xy, 0)) * 255.0f + 0.1f);
|
|
alpha_blend = (PS_DFMT == FMT_24) ? 1.0f : RT.a / 128.0f;
|
|
}
|
|
else
|
|
{
|
|
alpha_blend = C.a / 128.0f;
|
|
}
|
|
|
|
// Alpha correction
|
|
if (PS_DFMT == FMT_16)
|
|
{
|
|
float A_one = 128.0f; // alpha output will be 0x80
|
|
C.a = PS_FBA ? A_one : step(A_one, C.a) * A_one;
|
|
}
|
|
else if ((PS_DFMT == FMT_32) && PS_FBA)
|
|
{
|
|
float A_one = 128.0f;
|
|
if (C.a < A_one) C.a += A_one;
|
|
}
|
|
|
|
ps_blend(C, alpha_blend, input.p.xy);
|
|
|
|
ps_dither(C.rgb, input.p.xy);
|
|
|
|
// Color clamp/wrap needs to be done after sw blending and dithering
|
|
ps_color_clamp_wrap(C.rgb);
|
|
|
|
ps_fbmask(C, input.p.xy);
|
|
|
|
output.c0 = C / 255.0f;
|
|
output.c1 = (float4)(alpha_blend);
|
|
|
|
#if PS_ZCLAMP
|
|
output.depth = min(input.p.z, MaxDepthPS);
|
|
#endif
|
|
|
|
return output;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Vertex Shader
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
VS_OUTPUT vs_main(VS_INPUT input)
|
|
{
|
|
// Clamp to max depth, gs doesn't wrap
|
|
input.z = min(input.z, MaxDepth);
|
|
|
|
VS_OUTPUT output;
|
|
|
|
// 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)
|
|
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
|
|
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
|
|
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
|
|
|
|
output.p = float4(input.p, input.z, 1.0f) - float4(0.05f, 0.05f, 0, 0);
|
|
|
|
output.p.xy = output.p.xy * float2(VertexScale.x, -VertexScale.y) - float2(VertexOffset.x, -VertexOffset.y);
|
|
output.p.z *= exp2(-32.0f); // integer->float depth
|
|
|
|
if(VS_TME)
|
|
{
|
|
float2 uv = input.uv - TextureOffset;
|
|
float2 st = input.st - TextureOffset;
|
|
|
|
// Integer nomalized
|
|
output.ti.xy = uv * TextureScale;
|
|
|
|
if (VS_FST)
|
|
{
|
|
// Integer integral
|
|
output.ti.zw = uv;
|
|
}
|
|
else
|
|
{
|
|
// float for post-processing in some games
|
|
output.ti.zw = st / TextureScale;
|
|
}
|
|
// Float coords
|
|
output.t.xy = st;
|
|
output.t.w = input.q;
|
|
}
|
|
else
|
|
{
|
|
output.t.xy = 0;
|
|
output.t.w = 1.0f;
|
|
output.ti = 0;
|
|
}
|
|
|
|
output.c = input.c;
|
|
output.t.z = input.f.r;
|
|
|
|
return output;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Geometry Shader
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
#if GS_PRIM == 0
|
|
|
|
[maxvertexcount(6)]
|
|
void gs_main(point VS_OUTPUT input[1], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
// Transform a point to a NxN sprite
|
|
VS_OUTPUT Point = input[0];
|
|
|
|
// Get new position
|
|
float4 lt_p = input[0].p;
|
|
float4 rb_p = input[0].p + float4(PointSize.x, PointSize.y, 0.0f, 0.0f);
|
|
float4 lb_p = rb_p;
|
|
float4 rt_p = rb_p;
|
|
lb_p.x = lt_p.x;
|
|
rt_p.y = lt_p.y;
|
|
|
|
// Triangle 1
|
|
Point.p = lt_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = lb_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rt_p;
|
|
stream.Append(Point);
|
|
|
|
// Triangle 2
|
|
Point.p = lb_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rt_p;
|
|
stream.Append(Point);
|
|
|
|
Point.p = rb_p;
|
|
stream.Append(Point);
|
|
}
|
|
|
|
#elif GS_PRIM == 1
|
|
|
|
[maxvertexcount(6)]
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
// Transform a line to a thick line-sprite
|
|
VS_OUTPUT left = input[0];
|
|
VS_OUTPUT right = input[1];
|
|
float2 lt_p = input[0].p.xy;
|
|
float2 rt_p = input[1].p.xy;
|
|
|
|
// Potentially there is faster math
|
|
float2 line_vector = normalize(rt_p.xy - lt_p.xy);
|
|
float2 line_normal = float2(line_vector.y, -line_vector.x);
|
|
float2 line_width = (line_normal * PointSize) / 2;
|
|
|
|
lt_p -= line_width;
|
|
rt_p -= line_width;
|
|
float2 lb_p = input[0].p.xy + line_width;
|
|
float2 rb_p = input[1].p.xy + line_width;
|
|
|
|
#if GS_IIP == 0
|
|
left.c = right.c;
|
|
#endif
|
|
|
|
// Triangle 1
|
|
left.p.xy = lt_p;
|
|
stream.Append(left);
|
|
|
|
left.p.xy = lb_p;
|
|
stream.Append(left);
|
|
|
|
right.p.xy = rt_p;
|
|
stream.Append(right);
|
|
stream.RestartStrip();
|
|
|
|
// Triangle 2
|
|
left.p.xy = lb_p;
|
|
stream.Append(left);
|
|
|
|
right.p.xy = rt_p;
|
|
stream.Append(right);
|
|
|
|
right.p.xy = rb_p;
|
|
stream.Append(right);
|
|
stream.RestartStrip();
|
|
}
|
|
|
|
#elif GS_PRIM == 3
|
|
|
|
[maxvertexcount(4)]
|
|
void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
|
|
{
|
|
VS_OUTPUT lt = input[0];
|
|
VS_OUTPUT rb = input[1];
|
|
|
|
// flat depth
|
|
lt.p.z = rb.p.z;
|
|
// flat fog and texture perspective
|
|
lt.t.zw = rb.t.zw;
|
|
|
|
// flat color
|
|
lt.c = rb.c;
|
|
|
|
// Swap texture and position coordinate
|
|
VS_OUTPUT lb = rb;
|
|
lb.p.x = lt.p.x;
|
|
lb.t.x = lt.t.x;
|
|
lb.ti.x = lt.ti.x;
|
|
lb.ti.z = lt.ti.z;
|
|
|
|
VS_OUTPUT rt = rb;
|
|
rt.p.y = lt.p.y;
|
|
rt.t.y = lt.t.y;
|
|
rt.ti.y = lt.ti.y;
|
|
rt.ti.w = lt.ti.w;
|
|
|
|
stream.Append(lt);
|
|
stream.Append(lb);
|
|
stream.Append(rt);
|
|
stream.Append(rb);
|
|
}
|
|
|
|
#endif
|
|
#endif
|