pcsx2/plugins/GSdx/res/glsl/merge.glsl

48 lines
726 B
GLSL

//#version 420 // Keep it for editor detection
struct vertex_basic
{
vec4 p;
vec2 t;
};
in SHADER
{
vec4 p;
vec2 t;
} PSin;
#define PSin_p (PSin.p)
#define PSin_t (PSin.t)
#ifdef FRAGMENT_SHADER
layout(location = 0) out vec4 SV_Target0;
layout(std140, binding = 10) uniform cb10
{
vec4 BGColor;
};
#ifdef ENABLE_BINDLESS_TEX
layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
#else
layout(binding = 0) uniform sampler2D TextureSampler;
#endif
void ps_main0()
{
vec4 c = texture(TextureSampler, PSin_t);
c.a = min(c.a * 2.0, 1.0);
SV_Target0 = c;
}
void ps_main1()
{
vec4 c = texture(TextureSampler, PSin_t);
c.a = BGColor.a;
SV_Target0 = c;
}
#endif