mirror of https://github.com/PCSX2/pcsx2.git
83 lines
1.5 KiB
HLSL
83 lines
1.5 KiB
HLSL
struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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VS_OUTPUT output;
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output.p = input.p;
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output.t = input.t;
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return output;
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}
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sampler Texture : register(s0);
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float4 ps_main0(float2 t : TEXCOORD0) : COLOR
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{
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return tex2D(Texture, t);
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}
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float4 ps_main1(float2 t : TEXCOORD0) : COLOR
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{
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float4 c = tex2D(Texture, t);
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c.a *= 128.0f / 255; // *= 0.5f is no good here, need to do this in order to get 0x80 for 1.0f (instead of 0x7f)
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return c;
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}
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float4 ps_main2(float2 t : TEXCOORD0) : COLOR
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{
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clip(tex2D(Texture, t).a - (1.0f - 0.9f/256));
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return 0;
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}
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float4 ps_main3(float2 t : TEXCOORD0) : COLOR
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{
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clip((1.0f - 0.9f/256) - tex2D(Texture, t).a);
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return 0;
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}
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float4 ps_main4() : COLOR
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{
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return 1;
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}
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float4 ps_crt(float2 t, int i)
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{
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float4 mask[4] =
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{
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(1, 1, 1, 0)
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};
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return tex2D(Texture, t) * saturate(mask[i] + 0.5f);
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}
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float4 ps_main5(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // triangular
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{
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int4 p = (int4)vPos;
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// return ps_crt(t, ((p.x + (p.y % 2) * 3) / 2) % 3);
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return ps_crt(t, ((p.x + ((p.y / 2) % 2) * 3) / 2) % 3);
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}
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float4 ps_main6(float2 t : TEXCOORD0, float4 vPos : VPOS) : COLOR // diagonal
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{
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int4 p = (int4)vPos;
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return ps_crt(t, (p.x + (p.y % 3)) % 3);
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}
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