mirror of
https://github.com/PCSX2/pcsx2.git
synced 2025-04-02 10:52:54 -04:00
And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement. The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested. "Press F to pay respect.
45 lines
828 B
HLSL
45 lines
828 B
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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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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#endif
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