mirror of https://github.com/PCSX2/pcsx2.git
502 lines
12 KiB
GLSL
502 lines
12 KiB
GLSL
//#version 420 // Keep it for text editor detection
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// note lerp => mix
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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#define FMT_PAL 4 /* flag bit */
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// APITRACE_DEBUG allows to force pixel output to easily detect
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// the fragment computed by primitive
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#define APITRACE_DEBUG 0
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// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
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// to detect bad sampling due to upscaling
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//#define TEX_COORD_DEBUG
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// Not sure we have same issue on opengl. Doesn't work anyway on ATI card
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// And I say this as an ATI user.
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#define ATI_SUCKS 0
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#ifdef FRAGMENT_SHADER
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in SHADER
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{
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vec4 t;
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vec4 c;
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flat vec4 fc;
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} PSin;
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#define PSin_t (PSin.t)
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#define PSin_c (PSin.c)
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#define PSin_fc (PSin.fc)
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) out vec4 SV_Target0;
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layout(location = 0, index = 1) out vec4 SV_Target1;
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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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layout(bindless_sampler, location = 1) uniform sampler2D PaletteSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 1) uniform sampler2D PaletteSampler;
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layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the image below
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#endif
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#ifndef DISABLE_GL42_image
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#if PS_DATE > 0
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// FIXME how to declare memory access
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layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
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layout(early_fragment_tests) in;
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// I don't remember why I set this parameter but it is surely useless
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//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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#else
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// use basic stencil
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#endif
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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 MinF;
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vec2 TA;
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uvec4 MskFix;
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vec4 Af;
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vec4 HalfTexel;
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vec4 MinMax;
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vec4 TC_OffsetHack;
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};
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#ifdef SUBROUTINE_GL40
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// Function pointer type + the functionn pointer variable
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subroutine void AlphaTestType(vec4 c);
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layout(location = 0) subroutine uniform AlphaTestType atst;
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subroutine vec4 TfxType(vec4 t, vec4 c);
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layout(location = 2) subroutine uniform TfxType tfx;
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subroutine void ColClipType(inout vec4 c);
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layout(location = 1) subroutine uniform ColClipType colclip;
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#endif
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vec4 sample_c(vec2 uv)
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{
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// FIXME: check the issue on openGL
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#if (ATI_SUCKS == 1) && (PS_POINT_SAMPLER == 1)
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// Weird issue with ATI cards (happens on at least HD 4xxx and 5xxx),
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// it looks like they add 127/128 of a texel to sampling coordinates
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// occasionally causing point sampling to erroneously round up.
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// I'm manually adjusting coordinates to the centre of texels here,
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// though the centre is just paranoia, the top left corner works fine.
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uv = (trunc(uv * WH.zw) + vec2(0.5, 0.5)) / WH.zw;
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#endif
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return texture(TextureSampler, uv);
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}
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vec4 sample_p(float u)
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{
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//FIXME do we need a 1D sampler. Big impact on opengl to find 1 dim
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// So for the moment cheat with 0.0f dunno if it work
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return texture(PaletteSampler, vec2(u, 0.0f));
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}
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vec4 wrapuv(vec4 uv)
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{
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vec4 uv_out = uv;
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#if PS_WMS == PS_WMT
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#if PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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uv_out = vec4((ivec4(uv * WH.xyxy) & ivec4(MskFix.xyxy)) | ivec4(MskFix.zwzw)) / WH.xyxy;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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uv_out.xz = vec2((ivec2(uv.xz * WH.xx) & ivec2(MskFix.xx)) | ivec2(MskFix.zz)) / WH.xx;
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#endif
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#if PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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#elif PS_WMT == 3
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uv_out.yw = vec2((ivec2(uv.yw * WH.yy) & ivec2(MskFix.yy)) | ivec2(MskFix.ww)) / WH.yy;
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#endif
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#endif
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return uv_out;
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}
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vec2 clampuv(vec2 uv)
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{
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vec2 uv_out = uv;
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#if (PS_WMS == 2) && (PS_WMT == 2)
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uv_out = clamp(uv, MinF, MinMax.zw);
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#elif PS_WMS == 2
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uv_out.x = clamp(uv.x, MinF.x, MinMax.z);
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#elif PS_WMT == 2
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uv_out.y = clamp(uv.y, MinF.y, MinMax.w);
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#endif
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return uv_out;
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}
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mat4 sample_4c(vec4 uv)
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{
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mat4 c;
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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c[3] = sample_c(uv.zw);
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return c;
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}
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vec4 sample_4a(vec4 uv)
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{
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vec4 c;
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// Dx used the alpha channel.
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// Opengl is only 8 bits on red channel.
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c.x = sample_c(uv.xy).r;
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c.y = sample_c(uv.zy).r;
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c.z = sample_c(uv.xw).r;
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c.w = sample_c(uv.zw).r;
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return c * 255.0/256.0 + 0.5/256.0;
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}
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mat4 sample_4p(vec4 u)
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{
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mat4 c;
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c[0] = sample_p(u.x);
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c[1] = sample_p(u.y);
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c[2] = sample_p(u.z);
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c[3] = sample_p(u.w);
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return c;
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}
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vec4 sample_color(vec2 st, float q)
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{
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#if (PS_FST == 0)
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st /= q;
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#endif
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#if (PS_TCOFFSETHACK == 1)
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st += TC_OffsetHack.xy;
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#endif
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vec4 t;
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mat4 c;
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vec2 dd;
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#if (PS_LTF == 0 && PS_FMT <= FMT_16 && PS_WMS < 3 && PS_WMT < 3)
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c[0] = sample_c(clampuv(st));
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#ifdef TEX_COORD_DEBUG
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c[0].rg = clampuv(st).xy;
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#endif
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#else
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vec4 uv;
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if(PS_LTF != 0)
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{
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uv = st.xyxy + HalfTexel;
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dd = fract(uv.xy * WH.zw);
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}
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else
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{
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uv = st.xyxy;
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}
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uv = wrapuv(uv);
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if((PS_FMT & FMT_PAL) != 0)
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{
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c = sample_4p(sample_4a(uv));
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}
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else
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{
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c = sample_4c(uv);
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}
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#ifdef TEX_COORD_DEBUG
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c[0].rg = uv.xy;
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c[1].rg = uv.xy;
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c[2].rg = uv.xy;
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c[3].rg = uv.xy;
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#endif
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#endif
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// PERF: see the impact of the exansion before/after the interpolation
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for (int i = 0; i < 4; i++)
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{
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#if ((PS_FMT & ~FMT_PAL) == FMT_24)
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c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#elif ((PS_FMT & ~FMT_PAL) == FMT_16)
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c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
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#endif
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}
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#if(PS_LTF != 0)
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t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
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#else
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t = c[0];
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#endif
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return t;
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}
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#ifndef SUBROUTINE_GL40
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vec4 tfx(vec4 t, vec4 c)
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{
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vec4 c_out = c;
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#if (PS_TFX == 0)
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if(PS_TCC != 0)
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c_out = c * t * 255.0f / 128.0f;
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else
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f;
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#elif (PS_TFX == 1)
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if(PS_TCC != 0)
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c_out = t;
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else
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c_out.rgb = t.rgb;
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#elif (PS_TFX == 2)
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
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if(PS_TCC != 0)
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c_out.a += t.a;
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#elif (PS_TFX == 3)
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c_out.rgb = c.rgb * t.rgb * 255.0f / 128.0f + c.a;
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if(PS_TCC != 0)
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c_out.a = t.a;
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#endif
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return c_out;
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}
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#endif
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#ifndef SUBROUTINE_GL40
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void atst(vec4 c)
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{
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float a = trunc(c.a * 255.0 + 0.01);
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#if (PS_ATST == 0) // never
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discard;
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#elif (PS_ATST == 1) // always
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// nothing to do
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#elif (PS_ATST == 2) // l
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if ((AREF - a - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 3 ) // le
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if ((AREF - a + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 4) // e
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if ((0.5f - abs(a - AREF)) < 0.0f)
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discard;
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#elif (PS_ATST == 5) // ge
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if ((a-AREF + 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 6) // g
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if ((a-AREF - 0.5f) < 0.0f)
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discard;
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#elif (PS_ATST == 7) // ne
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if ((abs(a - AREF) - 0.5f) < 0.0f)
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discard;
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#endif
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}
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#endif
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#ifndef SUBROUTINE_GL40
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void colclip(inout vec4 c)
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{
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#if (PS_COLCLIP == 2)
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c.rgb = 256.0f/255.0f - c.rgb;
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#endif
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#if (PS_COLCLIP > 0)
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bvec3 factor = lessThan(c.rgb, vec3(128.0f/255.0f));
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c.rgb *= vec3(factor);
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#endif
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}
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#endif
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void fog(inout vec4 c, float f)
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{
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#if PS_FOG != 0
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c.rgb = mix(FogColor, c.rgb, f);
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#endif
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}
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vec4 ps_color()
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{
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vec4 t = sample_color(PSin_t.xy, PSin_t.w);
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vec4 zero = vec4(0.0f, 0.0f, 0.0f, 0.0f);
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vec4 one = vec4(1.0f, 1.0f, 1.0f, 1.0f);
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#ifdef TEX_COORD_DEBUG
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vec4 c = clamp(t, zero, one);
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#else
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#if PS_IIP == 1
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vec4 c = clamp(tfx(t, PSin_c), zero, one);
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#else
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vec4 c = clamp(tfx(t, PSin_fc), zero, one);
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#endif
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#endif
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atst(c);
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fog(c, PSin_t.z);
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colclip(c);
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#if (PS_CLR1 != 0) // needed for Cd * (As/Ad/F + 1) blending modes
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c.rgb = vec3(1.0f, 1.0f, 1.0f);
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#endif
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return c;
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}
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void ps_blend(inout vec4 c, in float As)
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{
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vec4 rt = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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// FIXME Ad or Ad * 2?
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float Ad = rt.a;
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#if PS_BLEND == 4
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// { A_MAX | 4 , D3DBLENDOP_SUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_SRCALPHA} , //*0100: (Cs - Cd)*As + Cs ==> Cs*(As + 1) - Cd*As
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c.rgb = c.rgb * (As + 1.0f) - rt.rgb * As;
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#elif PS_BLEND == 5
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// { A_MAX | 5 , D3DBLENDOP_SUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_DESTALPHA} , //*0110: (Cs - Cd)*Ad + Cs ==> Cs*(Ad + 1) - Cd*Ad
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c.rgb = c.rgb * (Ad + 1.0f) - rt.rgb * Ad;
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#elif PS_BLEND == 6
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// { A_MAX | 6 , D3DBLENDOP_SUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_BLENDFACTOR} , //*0120: (Cs - Cd)*F + Cs ==> Cs*(F + 1) - Cd*F
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c.rgb = c.rgb * (Af.x + 1.0f) - rt.rgb * Af.x;
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#elif PS_BLEND == 7
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// { NO_BAR | A_MAX | 7 , D3DBLENDOP_ADD , D3DBLEND_SRCALPHA , D3DBLEND_ZERO} , //*0200: (Cs - 0)*As + Cs ==> Cs*(As + 1)
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c.rgb = c.rgb * (As + 1.0f); // FIXME Not bogus
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#elif PS_BLEND == 8
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// { A_MAX | 8 , D3DBLENDOP_ADD , D3DBLEND_DESTALPHA , D3DBLEND_ZERO} , //*0210: (Cs - 0)*Ad + Cs ==> Cs*(Ad + 1)
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c.rgb = c.rgb * (Ad + 1.0f);
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#elif PS_BLEND == 9
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// { NO_BAR| A_MAX | 9 , D3DBLENDOP_ADD , D3DBLEND_BLENDFACTOR , D3DBLEND_ZERO} , //*0220: (Cs - 0)*F + Cs ==> Cs*(F + 1)
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c.rgb = c.rgb * (Af.x + 1.0f); // FIXME Not bogus
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#elif PS_BLEND == 10
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// { A_MAX | 10 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_SRCALPHA , D3DBLEND_SRCALPHA} , //*1001: (Cd - Cs)*As + Cd ==> Cd*(As + 1) - Cs*As
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c.rgb = rt.rgb * (As + 1.0f) - c.rgb * As;
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#elif PS_BLEND == 11
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// { A_MAX | 11 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_DESTALPHA , D3DBLEND_DESTALPHA} , //*1011: (Cd - Cs)*Ad + Cd ==> Cd*(Ad + 1) - Cs*Ad
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c.rgb = rt.rgb * (Ad + 1.0f) - c.rgb * Ad;
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#elif PS_BLEND == 12
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// { A_MAX | 12 , D3DBLENDOP_REVSUBTRACT , D3DBLEND_BLENDFACTOR , D3DBLEND_BLENDFACTOR} , //*1021: (Cd - Cs)*F + Cd ==> Cd*(F + 1) - Cs*F
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c.rgb = rt.rgb * (Af.x + 1.0f) - c.rgb * Af.x;
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#endif
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}
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void ps_main()
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{
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#if (PS_DATE & 3) == 1 && !defined(DISABLE_GL42_image)
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// DATM == 0
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// Pixel with alpha equal to 1 will failed
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float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;
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if ((127.5f / 255.0f) < rt_a) { // < 0x80 pass (== 0x80 should not pass)
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#if PS_DATE >= 5
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discard;
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#else
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imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
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return;
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#endif
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}
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#elif (PS_DATE & 3) == 2 && !defined(DISABLE_GL42_image)
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// DATM == 1
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// Pixel with alpha equal to 0 will failed
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float rt_a = texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0).a;
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if(rt_a < (127.5f / 255.0f)) { // >= 0x80 pass
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#if PS_DATE >= 5
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discard;
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#else
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imageStore(img_prim_min, ivec2(gl_FragCoord.xy), ivec4(-1));
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return;
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#endif
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}
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#endif
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#if PS_DATE == 3 && !defined(DISABLE_GL42_image)
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int stencil_ceil = imageLoad(img_prim_min, ivec2(gl_FragCoord.xy));
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// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
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// the bad alpha value so we must keep it.
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if (gl_PrimitiveID > stencil_ceil) {
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discard;
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}
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#endif
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vec4 c = ps_color();
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#if (APITRACE_DEBUG & 1) == 1
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c.r = 1.0f;
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#endif
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#if (APITRACE_DEBUG & 2) == 2
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c.g = 1.0f;
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#endif
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#if (APITRACE_DEBUG & 4) == 4
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c.b = 1.0f;
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#endif
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#if (APITRACE_DEBUG & 8) == 8
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c.a = 0.5f;
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#endif
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float alpha = c.a * 2.0;
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#if (PS_AOUT != 0) // 16 bit output
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float a = 128.0f / 255.0; // alpha output will be 0x80
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c.a = (PS_FBA != 0) ? a : step(0.5, c.a) * a;
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#elif (PS_FBA != 0)
|
|
if(c.a < 0.5) c.a += 0.5;
|
|
#endif
|
|
|
|
// Get first primitive that will write a failling alpha value
|
|
#if PS_DATE == 1 && !defined(DISABLE_GL42_image)
|
|
// DATM == 0
|
|
// Pixel with alpha equal to 1 will failed (128-255)
|
|
if (c.a > 127.5f / 255.0f) {
|
|
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
|
|
return;
|
|
}
|
|
#elif PS_DATE == 2 && !defined(DISABLE_GL42_image)
|
|
// DATM == 1
|
|
// Pixel with alpha equal to 0 will failed (0-127)
|
|
if (c.a < 127.5f / 255.0f) {
|
|
imageAtomicMin(img_prim_min, ivec2(gl_FragCoord.xy), gl_PrimitiveID);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#if PS_BLEND > 0
|
|
ps_blend(c, alpha);
|
|
#endif
|
|
|
|
SV_Target0 = c;
|
|
SV_Target1 = vec4(alpha, alpha, alpha, alpha);
|
|
}
|
|
|
|
#endif
|