pcsx2/plugins/GSdx/res/convert10.fx

95 lines
1.8 KiB
HLSL

struct VS_INPUT
{
float4 p : POSITION;
float2 t : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
VS_OUTPUT vs_main(VS_INPUT input)
{
VS_OUTPUT output;
output.p = input.p;
output.t = input.t;
return output;
}
Texture2D Texture;
SamplerState Sampler;
struct PS_INPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
float4 ps_main0(PS_INPUT input) : SV_Target0
{
return Texture.Sample(Sampler, input.t);
}
uint ps_main1(PS_INPUT input) : SV_Target0
{
float4 f = Texture.Sample(Sampler, input.t);
f.a *= 256.0f/127; // hm, 0.5 won't give us 1.0 if we just multiply with 2
uint4 i = f * float4(0x001f, 0x03e0, 0x7c00, 0x8000);
return (i.x & 0x001f) | (i.y & 0x03e0) | (i.z & 0x7c00) | (i.w & 0x8000);
}
float4 ps_main2(PS_INPUT input) : SV_Target0
{
clip(Texture.Sample(Sampler, input.t).a - (0.5 - 0.9f/256));
return 0;
}
float4 ps_main3(PS_INPUT input) : SV_Target0
{
clip((0.5 - 0.9f/256) - Texture.Sample(Sampler, input.t).a);
return 0;
}
float4 ps_main4(PS_INPUT input) : SV_Target0
{
float4 c = Texture.Sample(Sampler, input.t);
return fmod(c * 255 + 0.5f, 256) / 255;
}
float4 ps_crt(PS_INPUT input, uint i)
{
float4 mask[4] =
{
float4(1, 0, 0, 0),
float4(0, 1, 0, 0),
float4(0, 0, 1, 0),
float4(1, 1, 1, 0)
};
return Texture.Sample(Sampler, input.t) * saturate(mask[i] + 0.5f);
}
float4 ps_main5(PS_INPUT input) : SV_Target0 // triangular
{
uint4 p = (uint4)input.p;
// return ps_crt(input, ((p.x + (p.y & 1) * 3) >> 1) % 3);
return ps_crt(input, ((p.x + ((p.y >> 1) & 1) * 3) >> 1) % 3);
}
float4 ps_main6(PS_INPUT input) : SV_Target0 // diagonal
{
uint4 p = (uint4)input.p;
return ps_crt(input, (p.x + (p.y % 3)) % 3);
}