mirror of https://github.com/PCSX2/pcsx2.git
502 lines
8.6 KiB
HLSL
502 lines
8.6 KiB
HLSL
cbuffer cb0
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{
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float4 VertexScale;
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float4 VertexOffset;
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float2 TextureScale;
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};
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struct VS_INPUT
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{
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uint2 p : POSITION0;
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uint z : POSITION1;
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float2 t : TEXCOORD0;
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float q : TEXCOORD1;
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float4 c : COLOR0;
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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 c : COLOR0;
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};
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#ifndef VS_BPP
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#define VS_BPP 0
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_PRIM 0
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#endif
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_BPPZ == 1) // 24
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{
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input.z = input.z & 0xffffff;
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}
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else if(VS_BPPZ == 2) // 16
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{
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input.z = input.z & 0xffff;
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}
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if(VS_PRIM == 6) // sprite
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{
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//input.p.xy = (input.p.xy + 15) & ~15; // HACK
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}
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VS_OUTPUT output;
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float4 p = float4(input.p, input.z, 0);
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// FIXME:
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// A litte accuracy problem in many games where the screen is copied in columns and the sides have a half pixel gap for some reason
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// (probably to avoid page breaks with linear filtering). That half pixel coordinate gets multiplied by 2 (VertexScale) and occasionally
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// ends on .9999999, which the rasterizer floors to 1 less pixel we need, leaving a visible gap after drawing.
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p += float4(0.5f, 0.5f, 0, 0); // add 1/32 pixel
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output.p = p * VertexScale - VertexOffset;
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if(VS_TME == 1)
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{
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if(VS_FST == 1)
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{
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output.t.xy = input.t * TextureScale;
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output.t.w = 1.0f;
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}
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else
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{
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output.t.xy = input.t;
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output.t.w = input.q;
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}
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}
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else
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{
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output.t.xy = 0;
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output.t.w = 1.0f;
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}
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output.c = input.c;
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output.t.z = input.f.a;
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return output;
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}
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#ifndef IIP
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#define IIP 0
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#define PRIM 3
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#endif
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#if PRIM == 0
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[maxvertexcount(1)]
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void gs_main(point VS_OUTPUT input[1], inout PointStream<VS_OUTPUT> stream)
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{
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stream.Append(input[0]);
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}
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#elif PRIM == 1
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[maxvertexcount(2)]
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void gs_main(line VS_OUTPUT input[2], inout LineStream<VS_OUTPUT> stream)
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{
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#if IIP == 0
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input[0].c = input[1].c;
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#endif
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stream.Append(input[0]);
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stream.Append(input[1]);
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}
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#elif PRIM == 2
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[maxvertexcount(3)]
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void gs_main(triangle VS_OUTPUT input[3], inout TriangleStream<VS_OUTPUT> stream)
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{
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#if IIP == 0
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input[0].c = input[2].c;
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input[1].c = input[2].c;
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#endif
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stream.Append(input[0]);
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stream.Append(input[1]);
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stream.Append(input[2]);
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}
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#elif PRIM == 3
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[maxvertexcount(4)]
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void gs_main(line VS_OUTPUT input[2], inout TriangleStream<VS_OUTPUT> stream)
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{
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input[0].p.z = input[1].p.z;
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input[0].t.zw = input[1].t.zw;
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#if IIP == 0
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input[0].c = input[1].c;
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#endif
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VS_OUTPUT lb = input[1];
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lb.p.x = input[0].p.x;
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lb.t.x = input[0].t.x;
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VS_OUTPUT rt = input[1];
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rt.p.y = input[0].p.y;
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rt.t.y = input[0].t.y;
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stream.Append(input[0]);
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stream.Append(lb);
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stream.Append(rt);
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stream.Append(input[1]);
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}
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#endif
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Texture2D Texture;
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Texture2D Palette;
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SamplerState TextureSampler;
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SamplerState PaletteSampler;
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cbuffer cb1
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{
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float4 FogColor;
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float MINU;
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float MAXU;
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float MINV;
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float MAXV;
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uint UMSK;
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uint UFIX;
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uint VMSK;
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uint VFIX;
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float TA0;
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float TA1;
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float AREF;
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float _pad;
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float2 WH;
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float2 rWrH;
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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 c : COLOR0;
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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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};
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#ifndef FST
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#define FST 0
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#define WMS 3
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#define WMT 3
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#define BPP 0
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#define AEM 0
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#define TFX 0
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#define TCC 1
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#define ATE 0
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#define ATST 2
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#define FOG 0
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#define CLR1 0
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#define FBA 0
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#define AOUT 0
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#endif
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float4 Normalize16(float4 f)
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{
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return f / float4(0x001f, 0x03e0, 0x7c00, 0x8000);
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}
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float4 Extract16(uint i)
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{
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float4 f;
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f.r = i & 0x001f;
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f.g = i & 0x03e0;
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f.b = i & 0x7c00;
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f.a = i & 0x8000;
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return f;
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}
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int repeatu(int tc)
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{
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return WMS == 3 ? ((tc & UMSK) | UFIX) : tc;
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}
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int repeatv(int tc)
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{
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return WMT == 3 ? ((tc & VMSK) | VFIX) : tc;
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}
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float4 sample(float2 tc)
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{
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float4 t;
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// if(WMS >= 2 || WMT >= 2)
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if(WMS >= 3 || WMT >= 3)
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{
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int4 itc = tc.xyxy * WH.xyxy;
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float4 tc01;
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tc01.x = repeatu(itc.x);
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tc01.y = repeatv(itc.y);
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tc01.z = repeatu(itc.z + 1);
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tc01.w = repeatv(itc.w + 1);
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tc01 *= rWrH.xyxy;
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float4 t00 = Texture.Sample(TextureSampler, tc01.xy);
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float4 t01 = Texture.Sample(TextureSampler, tc01.zy);
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float4 t10 = Texture.Sample(TextureSampler, tc01.xw);
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float4 t11 = Texture.Sample(TextureSampler, tc01.zw);
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float2 dd = frac(tc * WH);
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t = lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
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}
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else
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{
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t = Texture.Sample(TextureSampler, tc);
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}
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return t;
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}
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float4 sample8hp(float2 tc)
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{
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float4 tc01;
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// if(WMS >= 2 || WMT >= 2)
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if(WMS >= 3 || WMT >= 3)
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{
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int4 itc = tc.xyxy * WH.xyxy;
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tc01.x = repeatu(itc.x);
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tc01.y = repeatv(itc.y);
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tc01.z = repeatu(itc.z + 1);
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tc01.w = repeatv(itc.w + 1);
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tc01 *= rWrH.xyxy;
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}
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else
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{
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tc01.x = tc.x;
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tc01.y = tc.y;
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tc01.z = tc.x + rWrH.x;
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tc01.w = tc.y + rWrH.y;
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}
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float4 t;
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t.x = Texture.Sample(TextureSampler, tc01.xy).a;
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t.y = Texture.Sample(TextureSampler, tc01.zy).a;
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t.z = Texture.Sample(TextureSampler, tc01.xw).a;
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t.w = Texture.Sample(TextureSampler, tc01.zw).a;
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float4 t00 = Palette.Sample(PaletteSampler, t.x);
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float4 t01 = Palette.Sample(PaletteSampler, t.y);
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float4 t10 = Palette.Sample(PaletteSampler, t.z);
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float4 t11 = Palette.Sample(PaletteSampler, t.w);
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float2 dd = frac(tc * WH);
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return lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y);
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}
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float4 sample16p(float2 tc)
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{
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float4 t;
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float4 tc01;
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// if(WMS >= 2 || WMT >= 2)
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if(WMS >= 3 || WMT >= 3)
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{
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int4 itc = tc.xyxy * WH.xyxy;
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tc01.x = repeatu(itc.x);
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tc01.y = repeatv(itc.y);
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tc01.z = repeatu(itc.z + 1);
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tc01.w = repeatv(itc.w + 1);
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tc01 *= rWrH.xyxy;
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}
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else
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{
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tc01.x = tc.x;
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tc01.y = tc.y;
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tc01.z = tc.x + rWrH.x;
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tc01.w = tc.y + rWrH.y;
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}
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t.x = Texture.Sample(TextureSampler, tc01.xy).r;
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t.y = Texture.Sample(TextureSampler, tc01.zy).r;
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t.z = Texture.Sample(TextureSampler, tc01.xw).r;
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t.w = Texture.Sample(TextureSampler, tc01.zw).r;
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uint4 i = t * 65535;
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float4 t00 = Extract16(i.x);
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float4 t01 = Extract16(i.y);
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float4 t10 = Extract16(i.z);
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float4 t11 = Extract16(i.w);
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float2 dd = frac(tc * WH);
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return Normalize16(lerp(lerp(t00, t01, dd.x), lerp(t10, t11, dd.x), dd.y));
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}
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PS_OUTPUT ps_main(PS_INPUT input)
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{
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float2 tc = input.t.xy;
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if(FST == 0)
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{
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tc /= input.t.w;
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}
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tc -= rWrH / 2;
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if(WMS == 2)
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{
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tc.x = clamp(tc.x, MINU, MAXU);
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}
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if(WMT == 2)
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{
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tc.y = clamp(tc.y, MINV, MAXV);
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}
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float4 t;
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if(BPP == 0) // 32
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{
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t = sample(tc);
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}
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else if(BPP == 1) // 24
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{
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t = sample(tc);
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t.a = AEM == 0 || any(t.rgb) ? TA0 : 0;
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}
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else if(BPP == 2) // 16
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{
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t = sample(tc);
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t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated
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}
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else if(BPP == 3) // 8HP / 32-bit palette
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{
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t = sample8hp(tc);
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}
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else if(BPP == 4) // 8HP / 16-bit palette
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{
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// TODO: yuck, just pre-convert the palette to 32-bit
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}
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else if(BPP == 5) // 16P
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{
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t = sample16p(tc);
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t.a = t.a >= 0.5 ? TA1 : AEM == 0 || any(t.rgb) ? TA0 : 0; // a bit incompatible with up-scaling because the 1 bit alpha is interpolated
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}
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float4 c = input.c;
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if(TFX == 0)
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{
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if(TCC == 0)
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{
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c.rgb = c.rgb * t.rgb * 2;
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}
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else
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{
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c = c * t * 2;
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}
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}
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else if(TFX == 1)
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{
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c = t;
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}
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else if(TFX == 2)
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{
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c.rgb = c.rgb * t.rgb * 2 + c.a;
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if(TCC == 1)
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{
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c.a += t.a;
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}
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}
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else if(TFX == 3)
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{
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c.rgb = c.rgb * t.rgb * 2 + c.a;
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if(TCC == 1)
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{
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c.a = t.a;
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}
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}
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c = saturate(c);
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if(ATE == 1)
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{
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if(ATST == 0)
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{
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discard;
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}
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else if(ATST == 2 || ATST == 3) // l, le
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{
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clip(AREF - c.a);
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}
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else if(ATST == 4) // e
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{
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clip(0.6f / 255 - abs(c.a - AREF)); // FIXME: 0.5f is too small
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}
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else if(ATST == 5 || ATST == 6) // ge, g
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{
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clip(c.a - AREF);
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}
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else if(ATST == 7) // ne
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{
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clip(abs(c.a - AREF) - 0.4f / 255); // FIXME: 0.5f is too much
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}
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}
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if(FOG == 1)
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{
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c.rgb = lerp(FogColor.rgb, c.rgb, input.t.z);
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}
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if(CLR1 == 1) // needed for Cd * (As/Ad/F + 1) blending modes
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{
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c.rgb = 1;
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}
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PS_OUTPUT output;
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output.c1 = c.a * 2; // used for alpha blending
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if(AOUT == 1) // 16 bit output
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{
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float a = 128.0f / 255; // alpha output will be 0x80
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c.a = FBA == 1 ? a : step(0.5, c.a) * a;
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}
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else if(FBA == 1)
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{
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if(c.a < 0.5) c.a += 0.5;
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}
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output.c0 = c;
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return output;
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}
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