mirror of https://github.com/PCSX2/pcsx2.git
88 lines
1.4 KiB
HLSL
88 lines
1.4 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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#if SHADER_MODEL >= 0x400
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Texture2D Texture;
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SamplerState Sampler;
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cbuffer cb0
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{
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float2 ZrH;
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float hH;
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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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float2 t : TEXCOORD0;
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};
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float4 ps_main0(PS_INPUT input) : SV_Target0
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{
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clip(frac(input.t.y * hH) - 0.5);
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return Texture.Sample(Sampler, input.t);
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}
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float4 ps_main1(PS_INPUT input) : SV_Target0
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{
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clip(0.5 - frac(input.t.y * hH));
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return Texture.Sample(Sampler, input.t);
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}
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float4 ps_main2(PS_INPUT input) : SV_Target0
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{
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float4 c0 = Texture.Sample(Sampler, input.t - ZrH);
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float4 c1 = Texture.Sample(Sampler, input.t);
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float4 c2 = Texture.Sample(Sampler, input.t + ZrH);
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return (c0 + c1 * 2 + c2) / 4;
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}
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float4 ps_main3(PS_INPUT input) : SV_Target0
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{
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return Texture.Sample(Sampler, input.t);
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}
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#elif SHADER_MODEL <= 0x300
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sampler s0 : register(s0);
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float4 Params1 : register(c0);
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#define ZrH (Params1.xy)
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#define hH (Params1.z)
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float4 ps_main0(float2 tex : TEXCOORD0) : COLOR
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{
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clip(frac(tex.y * hH) - 0.5);
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return tex2D(s0, tex);
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}
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float4 ps_main1(float2 tex : TEXCOORD0) : COLOR
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{
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clip(0.5 - frac(tex.y * hH));
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return tex2D(s0, tex);
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}
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float4 ps_main2(float2 tex : TEXCOORD0) : COLOR
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{
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float4 c0 = tex2D(s0, tex - ZrH);
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float4 c1 = tex2D(s0, tex);
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float4 c2 = tex2D(s0, tex + ZrH);
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return (c0 + c1 * 2 + c2) / 4;
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}
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float4 ps_main3(float2 tex : TEXCOORD0) : COLOR
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{
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return tex2D(s0, tex);
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}
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#endif
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#endif
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