mirror of https://github.com/PCSX2/pcsx2.git
72 lines
1.4 KiB
GLSL
72 lines
1.4 KiB
GLSL
//#version 420 // Keep it for editor detection
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struct vertex_basic
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{
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vec4 p;
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vec2 t;
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};
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in SHADER
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{
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vec4 p;
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vec2 t;
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} PSin;
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#define PSin_p (PSin.p)
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#define PSin_t (PSin.t)
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#ifdef FRAGMENT_SHADER
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layout(location = 0) out vec4 SV_Target0;
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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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#ifdef ENABLE_BINDLESS_TEX
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layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler;
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#else
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layout(binding = 0) uniform sampler2D TextureSampler;
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#endif
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// TODO ensure that clip (discard) is < 0 and not <= 0 ???
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void ps_main0()
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{
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if (fract(PSin_t.y * hH) - 0.5 < 0.0)
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discard;
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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vec4 c = texture(TextureSampler, PSin_t);
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SV_Target0 = c;
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}
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void ps_main1()
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{
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if (0.5 - fract(PSin_t.y * hH) < 0.0)
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discard;
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// I'm not sure it impact us but be safe to lookup texture before conditional if
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// see: http://www.opengl.org/wiki/GLSL_Sampler#Non-uniform_flow_control
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vec4 c = texture(TextureSampler, PSin_t);
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SV_Target0 = c;
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}
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void ps_main2()
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{
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vec4 c0 = texture(TextureSampler, PSin_t - ZrH);
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vec4 c1 = texture(TextureSampler, PSin_t);
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vec4 c2 = texture(TextureSampler, PSin_t + ZrH);
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SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
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}
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void ps_main3()
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{
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SV_Target0 = texture(TextureSampler, PSin_t);
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}
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#endif
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