pcsx2/plugins/GSdx/res/convert9.fx

56 lines
892 B
HLSL

struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = input.p;
output.t = input.t;
return output;
}
sampler Texture : register(s0);
float4 ps_main0(float2 t : TEXCOORD0) : COLOR
{
return tex2D(Texture, t);
}
float4 ps_main1(float2 t : TEXCOORD0) : COLOR
{
float4 c = tex2D(Texture, t);
c.a *= 128.0f / 255; // *= 0.5f is no good here, need to do this in order to get 0x80 for 1.0f (instead of 0x7f)
return c;
}
float4 ps_main2(float2 t : TEXCOORD0) : COLOR
{
clip(tex2D(Texture, t).a - (1.0f - 0.9f/256));
return 0;
}
float4 ps_main3(float2 t : TEXCOORD0) : COLOR
{
clip((1.0f - 0.9f/256) - tex2D(Texture, t).a);
return 0;
}
float4 ps_main4() : COLOR
{
return 1;
}