mirror of https://github.com/PCSX2/pcsx2.git
596 lines
14 KiB
GLSL
596 lines
14 KiB
GLSL
//#version 420 // Keep it for text editor detection
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// Require for bit operation
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//#extension GL_ARB_gpu_shader5 : enable
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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 PS_PAL_FMT (PS_TEX_FMT >> 2)
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#define PS_AEM_FMT (PS_TEX_FMT & 3)
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// APITRACE_DEBUG enables forced pixel output to easily detect
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// the fragment computed by primitive
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#define APITRACE_DEBUG 0
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// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
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// to detect bad sampling due to upscaling
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//#define TEX_COORD_DEBUG
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// Just copy directly the texture coordinate
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#ifdef TEX_COORD_DEBUG
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#define PS_TFX 1
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#define PS_TCC 1
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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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#ifdef FRAGMENT_SHADER
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in SHADER
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{
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vec4 t;
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vec4 c;
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flat vec4 fc;
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} PSin;
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#define PSin_t (PSin.t)
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#define PSin_c (PSin.c)
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#define PSin_fc (PSin.fc)
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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 = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
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#ifndef DISABLE_GL42_image
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#if PS_DATE > 0
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// FIXME how to declare memory access
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layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
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// Don't enable it. Discard fragment can still write in the depth buffer
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// it breaks shadow in Shin Megami Tensei Nocturne
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//layout(early_fragment_tests) in;
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// I don't remember why I set this parameter but it is surely useless
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//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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#else
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// use basic stencil
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#endif
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// Warning duplicated in both GLSL file
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layout(std140, binding = 21) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 _pad0;
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vec2 TA;
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uvec4 MskFix;
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uvec4 FbMask;
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vec3 _pad1;
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float Af;
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vec4 HalfTexel;
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vec4 MinMax;
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vec2 TextureScale;
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vec2 TC_OffsetHack;
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};
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vec4 sample_c(vec2 uv)
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{
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return texture(TextureSampler, uv);
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}
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vec4 sample_p(float idx)
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{
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return texture(PaletteSampler, vec2(idx, 0.0f));
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}
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vec4 clamp_wrap_uv(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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#if PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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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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#endif
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#if PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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#elif PS_WMT == 3
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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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#endif
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#endif
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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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// Note: texture gather can't be used because of special clamping/wrapping
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// Also it doesn't support lod
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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_4_index(vec4 uv)
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{
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vec4 c;
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// Either GSdx will send a texture that contains a single channel
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// in this case the red channel is remapped as alpha channel
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//
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// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
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// Note: texture gather can't be used because of special clamping/wrapping
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// Also it doesn't support lod
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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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uvec4 i = uvec4(c * 255.0f + 0.5f); // Denormalize value
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#if PS_PAL_FMT == 1
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// 4HL
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return vec4(i & 0xFu) / 255.0f;
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#elif PS_PAL_FMT == 2
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// 4HH
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return vec4(i >> 4u) / 255.0f;
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#else
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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;
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#endif
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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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//FIXME: maybe we can set gl_Position.w = q in VS
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#if (PS_FST == 0)
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st /= q;
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#endif
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#if (PS_TCOFFSETHACK == 1)
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st += TC_OffsetHack.xy;
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#endif
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vec4 t;
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mat4 c;
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vec2 dd;
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// FIXME I'm not sure this condition is useful (I think code will be optimized)
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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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// No software LTF and pure 32 bits RGBA texure without special texture wrapping
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c[0] = sample_c(st);
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#ifdef TEX_COORD_DEBUG
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c[0].rg = st.xy;
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#endif
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#else
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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 = clamp_wrap_uv(uv);
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#if PS_PAL_FMT != 0
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c = sample_4p(sample_4_index(uv));
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#else
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c = sample_4c(uv);
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#endif
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#ifdef TEX_COORD_DEBUG
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c[0].rg = uv.xy;
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c[1].rg = uv.xy;
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c[2].rg = uv.xy;
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c[3].rg = uv.xy;
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#endif
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#endif
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// PERF note: using dot product reduces by 1 the number of instruction
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// but I'm not sure it is equivalent neither faster.
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for (int i = 0; i < 4; i++)
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{
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//float sum = dot(c[i].rgb, vec3(1.0f));
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#if (PS_AEM_FMT == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#elif (PS_AEM_FMT == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
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#endif
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}
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#if(PS_LTF != 0)
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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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#else
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t = c[0];
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#endif
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// The 0.05f helps to fix the overbloom of sotc
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// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
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// interpolation could be slightly below the correct one.
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return trunc(t * 255.0f + 0.05f);
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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;
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vec4 FxT = trunc(trunc(C) * T / 128.0f);
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#if (PS_TFX == 0)
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C_out = FxT;
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#elif (PS_TFX == 1)
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C_out = T;
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#elif (PS_TFX == 2)
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C_out.rgb = FxT.rgb + C.a;
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C_out.a = T.a + C.a;
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#elif (PS_TFX == 3)
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C_out.rgb = FxT.rgb + C.a;
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C_out.a = T.a;
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#else
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C_out = C;
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#endif
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#if (PS_TCC == 0)
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C_out.a = C.a;
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#endif
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#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
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// Clamp only when it is useful
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C_out = min(C_out, 255.0f);
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#endif
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return C_out;
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}
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void atst(vec4 C)
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{
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// FIXME use integer cmp
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float a = C.a;
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#if (PS_ATST == 0) // never
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discard;
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#elif (PS_ATST == 1) // always
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// nothing to do
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#elif (PS_ATST == 2) // l
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if ((AREF - a - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 3 ) // le
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if ((AREF - a + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 4) // e
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if ((0.5f - abs(a - AREF)) < 0.0f)
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discard;
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#elif (PS_ATST == 5) // ge
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if ((a-AREF + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 6) // g
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if ((a-AREF - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 7) // ne
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if ((abs(a - AREF) - 0.5f) < 0.0f)
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discard;
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#endif
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}
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void fog(inout vec4 C, float f)
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{
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#if PS_FOG != 0
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C.rgb = trunc(mix(FogColor, C.rgb, f));
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#endif
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}
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vec4 ps_color()
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{
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vec4 T = sample_color(PSin_t.xy, PSin_t.w);
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#if PS_IIP == 1
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vec4 C = tfx(T, PSin_c);
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#else
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vec4 C = tfx(T, PSin_fc);
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#endif
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atst(C);
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fog(C, PSin_t.z);
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#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
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C.rgb = vec3(255.0f);
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#endif
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return C;
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}
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void ps_fbmask(inout vec4 C)
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{
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// FIXME do I need special case for 16 bits
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#if PS_FBMASK
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vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
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C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
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#endif
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}
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void ps_blend(inout vec4 Color, float As)
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{
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#if SW_BLEND
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vec4 RT = trunc(texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0) * 255.0f + 0.1f);
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#if PS_DFMT == FMT_24
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float Ad = 1.0f;
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#else
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// FIXME FMT_16 case
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// FIXME Ad or Ad * 2?
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float Ad = RT.a / 128.0f;
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#endif
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// Let the compiler do its jobs !
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vec3 Cd = RT.rgb;
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vec3 Cs = Color.rgb;
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#if PS_BLEND_A == 0
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vec3 A = Cs;
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#elif PS_BLEND_A == 1
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vec3 A = Cd;
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#else
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vec3 A = vec3(0.0f);
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#endif
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#if PS_BLEND_B == 0
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vec3 B = Cs;
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#elif PS_BLEND_B == 1
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vec3 B = Cd;
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#else
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vec3 B = vec3(0.0f);
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#endif
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#if PS_BLEND_C == 0
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float C = As;
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#elif PS_BLEND_C == 1
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float C = Ad;
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#else
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float C = Af;
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#endif
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#if PS_BLEND_D == 0
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vec3 D = Cs;
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#elif PS_BLEND_D == 1
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vec3 D = Cd;
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#else
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vec3 D = vec3(0.0f);
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#endif
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#if PS_BLEND_A == PS_BLEND_B
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Color.rgb = D;
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#else
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Color.rgb = trunc((A - B) * C + D);
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#endif
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// FIXME dithering
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// Correct the Color value based on the output format
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#if PS_COLCLIP == 0 && PS_HDR == 0
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// Standard Clamp
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Color.rgb = clamp(Color.rgb, vec3(0.0f), vec3(255.0f));
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#endif
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// FIXME rouding of negative float?
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// compiler uses trunc but it might need floor
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// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
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// GS: Color = 1, Alpha = 255 => output 1
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// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
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#if PS_DFMT == FMT_16
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// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xF8));
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#elif PS_COLCLIP == 1 && PS_HDR == 0
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Color.rgb = vec3(ivec3(Color.rgb) & ivec3(0xFF));
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#endif
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#endif
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}
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void ps_main()
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{
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#if ((PS_DATE & 3) == 1 || (PS_DATE & 3) == 2) && !defined(DISABLE_GL42_image)
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#if PS_WRITE_RG == 1
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// Pseudo 16 bits access.
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float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).g;
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#else
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float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;
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#endif
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#if (PS_DATE & 3) == 1
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// DATM == 0: Pixel with alpha equal to 1 will failed
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bool bad = (127.5f / 255.0f) < rt_a;
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#elif (PS_DATE & 3) == 2
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// DATM == 1: Pixel with alpha equal to 0 will failed
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bool bad = rt_a < (127.5f / 255.0f);
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#endif
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if (bad) {
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#if PS_DATE >= 5
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discard;
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#else
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imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
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return;
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#endif
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}
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#endif
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#if PS_DATE == 3 && !defined(DISABLE_GL42_image)
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int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy)).r;
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
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// the bad alpha value so we must keep it.
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if (gl_PrimitiveID > stencil_ceil) {
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discard;
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}
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#endif
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vec4 C = ps_color();
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#if (APITRACE_DEBUG & 1) == 1
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C.r = 255f;
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#endif
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#if (APITRACE_DEBUG & 2) == 2
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C.g = 255f;
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#endif
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#if (APITRACE_DEBUG & 4) == 4
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C.b = 255f;
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#endif
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#if (APITRACE_DEBUG & 8) == 8
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C.a = 128f;
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#endif
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#if PS_SHUFFLE
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uvec4 denorm_c = uvec4(C);
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uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f);
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// Write RB part. Mask will take care of the correct destination
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#if PS_READ_BA
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C.rb = C.bb;
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#else
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C.rb = C.rr;
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#endif
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// FIXME precompute my_TA & 0x80
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// Write GA part. Mask will take care of the correct destination
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// Note: GLSL 4.50/GL_EXT_shader_integer_mix support a mix instruction to select a component\n"
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// However Nvidia emulate it with an if (at least on kepler arch) ...\n"
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#if PS_READ_BA
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// bit field operation requires GL4 HW. Could be nice to merge it with step/mix below
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// uint my_ta = (bool(bitfieldExtract(denorm_c.a, 7, 1))) ? denorm_TA.y : denorm_TA.x;
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// denorm_c.a = bitfieldInsert(denorm_c.a, bitfieldExtract(my_ta, 7, 1), 7, 1);
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// c.ga = vec2(float(denorm_c.a));
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if (bool(denorm_c.a & 0x80u))
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C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.y & 0x80u)));
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else
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C.ga = vec2(float((denorm_c.a & 0x7Fu) | (denorm_TA.x & 0x80u)));
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#else
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if (bool(denorm_c.g & 0x80u))
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C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.y & 0x80u)));
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else
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C.ga = vec2(float((denorm_c.g & 0x7Fu) | (denorm_TA.x & 0x80u)));
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// Nice idea but step/mix requires 4 instructions
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// set / trunc / I2F / Mad
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//
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// float sel = step(128.0f, c.g);
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// vec2 c_shuffle = vec2((denorm_c.gg & 0x7Fu) | (denorm_TA & 0x80u));
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// c.ga = mix(c_shuffle.xx, c_shuffle.yy, sel);
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#endif
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#endif
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// Must be done before alpha correction
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float alpha_blend = C.a / 128.0f;
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// Correct the ALPHA value based on the output format
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#if (PS_DFMT == FMT_16)
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float A_one = 128.0f; // alpha output will be 0x80
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C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
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#elif (PS_DFMT == FMT_32) && (PS_FBA != 0)
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if(C.a < 128.0f) C.a += 128.0f;
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#endif
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// Get first primitive that will write a failling alpha value
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#if PS_DATE == 1 && !defined(DISABLE_GL42_image)
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// DATM == 0
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// Pixel with alpha equal to 1 will failed (128-255)
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if (C.a > 127.5f) {
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imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
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return;
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}
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#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)
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// DATM == 1
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// Pixel with alpha equal to 0 will failed (0-127)
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if (C.a < 127.5f) {
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imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
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return;
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}
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#endif
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ps_blend(C, alpha_blend);
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ps_fbmask(C);
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#if PS_HDR == 1
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// Use negative value to avoid overflow of the texture (in accumulation mode)
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// Note: code were initially done for an Half-Float texture. Due to overflow
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// the texture was upgraded to a full float. Maybe this code is useless now!
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// Good testcase is castlevania
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if (any(greaterThan(C.rgb, vec3(128.0f)))) {
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C.rgb = (C.rgb - 256.0f);
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}
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#endif
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SV_Target0 = C / 255.0f;
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SV_Target1 = vec4(alpha_blend);
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}
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#endif
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