mirror of https://github.com/PCSX2/pcsx2.git
110 lines
1.8 KiB
GLSL
110 lines
1.8 KiB
GLSL
//#version 420 // Keep it for editor detection
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//////////////////////////////////////////////////////////////////////
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// Common Interface Definition
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//////////////////////////////////////////////////////////////////////
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#ifdef VERTEX_SHADER
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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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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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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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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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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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#if !pGL_ES
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float gl_ClipDistance[1];
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#endif
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};
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#endif
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//////////////////////////////////////////////////////////////////////
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// Constant Buffer Definition
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//////////////////////////////////////////////////////////////////////
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layout(std140, binding = 10) uniform cb10
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{
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vec4 BGColor;
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};
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layout(std140, binding = 11) uniform cb11
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{
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vec2 ZrH;
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float hH;
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};
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layout(std140, binding = 14) uniform cb14
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{
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vec2 _xyFrame;
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vec4 _rcpFrame;
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};
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layout(std140, binding = 15) uniform cb15
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{
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ivec4 ScalingFactor;
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};
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layout(std140, binding = 20) uniform cb20
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{
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vec2 VertexScale;
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vec2 VertexOffset;
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vec2 _removed_TextureScale;
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vec2 PointSize;
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};
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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 TA;
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float _pad0;
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float Af;
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uvec4 MskFix;
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uvec4 FbMask;
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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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layout(std140, binding = 22) uniform cb22
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{
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vec4 rt_size;
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};
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//////////////////////////////////////////////////////////////////////
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// Default Sampler
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//////////////////////////////////////////////////////////////////////
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#ifdef FRAGMENT_SHADER
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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