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2025-11-18 14:18:26 -07:00
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// Based on CAS_Shader.glsl
// Copyright(c) 2019 Advanced Micro Devices, Inc.All rights reserved.
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
uniform uvec4 const0;
uniform uvec4 const1;
uniform ivec2 srcOffset;
layout(binding=0) uniform sampler2D imgSrc;
layout(binding=0, rgba8) uniform writeonly image2D imgDst;
#define A_GPU 1
#define A_GLSL 1
#include "ffx_a.h"
AF3 CasLoad(ASU2 p)
{
return texelFetch(imgSrc, srcOffset + ivec2(p), 0).rgb;
}
// Lets you transform input from the load into a linear color space between 0 and 1. See ffx_cas.h
// In this case, our input is already linear and between 0 and 1
void CasInput(inout AF1 r, inout AF1 g, inout AF1 b) {}
#include "ffx_cas.h"
layout(local_size_x=64) in;
void main()
{
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x)+AU2(gl_WorkGroupID.x<<4u,gl_WorkGroupID.y<<4u);
// Filter.
AF4 c = vec4(0.0f);
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x += 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.y += 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
gxy.x -= 8u;
CasFilter(c.r, c.g, c.b, gxy, const0, const1, CAS_SHARPEN_ONLY);
imageStore(imgDst, ASU2(gxy), c);
}

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for editor detection
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 POSITION;
layout(location = 1) in vec2 TEXCOORD0;
layout(location = 7) in vec4 COLOR;
// FIXME set the interpolation (don't know what dx do)
// flat means that there is no interpolation. The value given to the fragment shader is based on the provoking vertex conventions.
//
// noperspective means that there will be linear interpolation in window-space. This is usually not what you want, but it can have its uses.
//
// smooth, the default, means to do perspective-correct interpolation.
//
// The centroid qualifier only matters when multisampling. If this qualifier is not present, then the value is interpolated to the pixel's center, anywhere in the pixel, or to one of the pixel's samples. This sample may lie outside of the actual primitive being rendered, since a primitive can cover only part of a pixel's area. The centroid qualifier is used to prevent this; the interpolation point must fall within both the pixel's area and the primitive's area.
out vec4 PSin_p;
out vec2 PSin_t;
out vec4 PSin_c;
void vs_main()
{
PSin_p = vec4(POSITION, 0.5f, 1.0f);
PSin_t = TEXCOORD0;
PSin_c = COLOR;
gl_Position = vec4(POSITION, 0.5f, 1.0f); // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
}
#endif
#ifdef FRAGMENT_SHADER
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
// Give a different name so I remember there is a special case!
#if defined(ps_convert_rgba8_16bits) || defined(ps_convert_float32_32bits)
layout(location = 0) out uint SV_Target1;
#else
layout(location = 0) out vec4 SV_Target0;
#endif
vec4 sample_c()
{
return texture(TextureSampler, PSin_t);
}
#ifdef ps_copy
void ps_copy()
{
SV_Target0 = sample_c();
}
#endif
#ifdef ps_depth_copy
void ps_depth_copy()
{
gl_FragDepth = sample_c().r;
}
#endif
#ifdef ps_downsample_copy
uniform ivec2 ClampMin;
uniform int DownsampleFactor;
uniform float Weight;
void ps_downsample_copy()
{
ivec2 coord = max(ivec2(gl_FragCoord.xy) * DownsampleFactor, ClampMin);
vec4 result = vec4(0);
for (int yoff = 0; yoff < DownsampleFactor; yoff++)
{
for (int xoff = 0; xoff < DownsampleFactor; xoff++)
result += texelFetch(TextureSampler, coord + ivec2(xoff, yoff), 0);
}
SV_Target0 = result / Weight;
}
#endif
#ifdef ps_convert_rgba8_16bits
// Need to be careful with precision here, it can break games like Spider-Man 3 and Dogs Life
void ps_convert_rgba8_16bits()
{
highp uvec4 i = uvec4(sample_c() * vec4(255.5f, 255.5f, 255.5f, 255.5f));
SV_Target1 = ((i.x & 0x00F8u) >> 3) | ((i.y & 0x00F8u) << 2) | ((i.z & 0x00f8u) << 7) | ((i.w & 0x80u) << 8);
}
#endif
#ifdef ps_convert_float32_32bits
void ps_convert_float32_32bits()
{
// Convert a GL_FLOAT32 depth texture into a 32 bits UINT texture
SV_Target1 = uint(exp2(32.0f) * sample_c().r);
}
#endif
#ifdef ps_convert_float32_rgba8
void ps_convert_float32_rgba8()
{
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
uint d = uint(sample_c().r * exp2(32.0f));
SV_Target0 = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24))) / vec4(255.0);
}
#endif
#ifdef ps_convert_float16_rgb5a1
void ps_convert_float16_rgb5a1()
{
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
uint d = uint(sample_c().r * exp2(32.0f));
SV_Target0 = vec4(uvec4(d << 3, d >> 2, d >> 7, d >> 8) & uvec4(0xf8, 0xf8, 0xf8, 0x80)) / 255.0f;
}
#endif
float rgba8_to_depth32(vec4 unorm)
{
uvec4 c = uvec4(unorm * vec4(255.5f));
return float(c.r | (c.g << 8) | (c.b << 16) | (c.a << 24)) * exp2(-32.0f);
}
float rgba8_to_depth24(vec4 unorm)
{
uvec3 c = uvec3(unorm.rgb * vec3(255.5f));
return float(c.r | (c.g << 8) | (c.b << 16)) * exp2(-32.0f);
}
float rgba8_to_depth16(vec4 unorm)
{
uvec2 c = uvec2(unorm.rg * vec2(255.5f));
return float(c.r | (c.g << 8)) * exp2(-32.0f);
}
float rgb5a1_to_depth16(vec4 unorm)
{
uvec4 c = uvec4(unorm * vec4(255.5f));
return float(((c.r & 0xF8u) >> 3) | ((c.g & 0xF8u) << 2) | ((c.b & 0xF8u) << 7) | ((c.a & 0x80u) << 8)) * exp2(-32.0f);
}
#ifdef ps_convert_float32_float24
void ps_convert_float32_float24()
{
// Truncates depth value to 24bits
uint d = uint(sample_c().r * exp2(32.0f)) & 0xFFFFFFu;
gl_FragDepth = float(d) * exp2(-32.0f);
}
#endif
#ifdef ps_convert_rgba8_float32
void ps_convert_rgba8_float32()
{
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth32(sample_c());
}
#endif
#ifdef ps_convert_rgba8_float24
void ps_convert_rgba8_float24()
{
// Same as above but without the alpha channel (24 bits Z)
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth24(sample_c());
}
#endif
#ifdef ps_convert_rgba8_float16
void ps_convert_rgba8_float16()
{
// Same as above but without the A/B channels (16 bits Z)
// Convert an RGBA texture into a float depth texture
gl_FragDepth = rgba8_to_depth16(sample_c());
}
#endif
#ifdef ps_convert_rgb5a1_float16
void ps_convert_rgb5a1_float16()
{
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
gl_FragDepth = rgb5a1_to_depth16(sample_c());
}
#endif
#define SAMPLE_RGBA_DEPTH_BILN(CONVERT_FN) \
ivec2 dims = textureSize(TextureSampler, 0); \
vec2 top_left_f = PSin_t * vec2(dims) - 0.5f; \
ivec2 top_left = ivec2(floor(top_left_f)); \
ivec4 coords = clamp(ivec4(top_left, top_left + 1), ivec4(0), dims.xyxy - 1); \
vec2 mix_vals = fract(top_left_f); \
float depthTL = CONVERT_FN(texelFetch(TextureSampler, coords.xy, 0)); \
float depthTR = CONVERT_FN(texelFetch(TextureSampler, coords.zy, 0)); \
float depthBL = CONVERT_FN(texelFetch(TextureSampler, coords.xw, 0)); \
float depthBR = CONVERT_FN(texelFetch(TextureSampler, coords.zw, 0)); \
gl_FragDepth = mix(mix(depthTL, depthTR, mix_vals.x), mix(depthBL, depthBR, mix_vals.x), mix_vals.y);
#ifdef ps_convert_rgba8_float32_biln
void ps_convert_rgba8_float32_biln()
{
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth32);
}
#endif
#ifdef ps_convert_rgba8_float24_biln
void ps_convert_rgba8_float24_biln()
{
// Same as above but without the alpha channel (24 bits Z)
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth24);
}
#endif
#ifdef ps_convert_rgba8_float16_biln
void ps_convert_rgba8_float16_biln()
{
// Same as above but without the A/B channels (16 bits Z)
// Convert an RGBA texture into a float depth texture
SAMPLE_RGBA_DEPTH_BILN(rgba8_to_depth16);
}
#endif
#ifdef ps_convert_rgb5a1_float16_biln
void ps_convert_rgb5a1_float16_biln()
{
// Convert an RGB5A1 (saved as RGBA8) color to a 16 bit Z
SAMPLE_RGBA_DEPTH_BILN(rgb5a1_to_depth16);
}
#endif
#ifdef ps_convert_rgb5a1_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgb5a1_8i()
{
// Convert a RGB5A1 texture into a 8 bits packed texture
// Input column: 16x2 RGB5A1 pixels
// 0: 16 RGBA
// 1: 16 RGBA
// Output column: 16x4 Index pixels
// 0: 16 R5G2
// 1: 16 R5G2
// 2: 16 G2B5A1
// 3: 16 G2B5A1
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 column = (pos & ~uvec2(0u, 3u)) / uvec2(1,2);
uvec2 subcolumn = (pos & uvec2(0u, 1u));
column.x -= (column.x / 128) * 64;
column.y += (column.y / 32) * 32;
// Deal with swizzling differences
if ((PSM & 0x8) != 0) // PSMCT16S
{
if ((pos.x & 32) != 0)
{
column.y += 32; // 4 columns high times 4 to get bottom 4 blocks
column.x &= ~32;
}
if ((pos.x & 64) != 0)
{
column.x -= 32;
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16S - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 16;
}
}
else // PSMCT16
{
if ((pos.y & 32) != 0)
{
column.y -= 16;
column.x += 32;
}
if ((pos.x & 96) != 0)
{
uint multi = (pos.x & 96) / 32;
column.y += 16 * multi; // 4 columns high times 4 to get bottom 4 blocks
column.x -= (pos.x & 96);
}
if (((pos.x & 16) != 0) != ((pos.y & 16) != 0))
{
column.x ^= 16;
column.y ^= 8;
}
if ((PSM & 0x30) != 0) // PSMZ16 - Untested but hopefully ok if anything uses it.
{
column.x ^= 32;
column.y ^= 32;
}
}
uvec2 coord = column | subcolumn;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 64u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 64u);
coord = (coord % uvec2(64u, 64u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
uvec4 denorm_c = uvec4(pixel * 255.5f);
if ((pos.y & 2u) == 0u)
{
uint red = (denorm_c.r >> 3) & 0x1Fu;
uint green = (denorm_c.g >> 3) & 0x1Fu;
float sel0 = float(((green << 5) | red) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
else
{
uint green = (denorm_c.g >> 3) & 0x1Fu;
uint blue = (denorm_c.b >> 3) & 0x1Fu;
uint alpha = denorm_c.a & 0x80u;
float sel0 = float((alpha | (blue << 2) | (green >> 3)) & 0xFF) / 255.0f;
SV_Target0 = vec4(sel0);
}
}
#endif
#ifdef ps_convert_rgba_8i
uniform uint SBW;
uniform uint DBW;
uniform uint PSM;
uniform float ScaleFactor;
void ps_convert_rgba_8i()
{
// Convert a RGBA texture into a 8 bits packed texture
// Input column: 8x2 RGBA pixels
// 0: 8 RGBA
// 1: 8 RGBA
// Output column: 16x4 Index pixels
// 0: 8 R | 8 B
// 1: 8 R | 8 B
// 2: 8 G | 8 A
// 3: 8 G | 8 A
uvec2 pos = uvec2(gl_FragCoord.xy);
// Collapse separate R G B A areas into their base pixel
uvec2 block = (pos & ~uvec2(15u, 3u)) >> 1;
uvec2 subblock = pos & uvec2(7u, 1u);
uvec2 coord = block | subblock;
// Compensate for potentially differing page pitch.
uvec2 block_xy = coord / uvec2(64u, 32u);
uint block_num = (block_xy.y * (DBW / 128u)) + block_xy.x;
uvec2 block_offset = uvec2((block_num % (SBW / 64u)) * 64u, (block_num / (SBW / 64u)) * 32u);
coord = (coord % uvec2(64u, 32u)) + block_offset;
// Apply offset to cols 1 and 2
uint is_col23 = pos.y & 4u;
uint is_col13 = pos.y & 2u;
uint is_col12 = is_col23 ^ (is_col13 << 1);
coord.x ^= is_col12; // If cols 1 or 2, flip bit 3 of x
if (floor(ScaleFactor) != ScaleFactor)
coord = uvec2(vec2(coord) * ScaleFactor);
else
coord *= uvec2(ScaleFactor);
vec4 pixel = texelFetch(TextureSampler, ivec2(coord), 0);
vec2 sel0 = (pos.y & 2u) == 0u ? pixel.rb : pixel.ga;
float sel1 = (pos.x & 8u) == 0u ? sel0.x : sel0.y;
SV_Target0 = vec4(sel1);
}
#endif
#ifdef ps_filter_transparency
void ps_filter_transparency()
{
vec4 c = sample_c();
SV_Target0 = vec4(c.rgb, 1.0);
}
#endif
// Used for DATE (stencil)
// DATM == 1
#ifdef ps_datm1
void ps_datm1()
{
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
discard;
}
#endif
// Used for DATE (stencil)
// DATM == 0
#ifdef ps_datm0
void ps_datm0()
{
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
discard;
}
#endif
// Used for DATE (stencil)
// DATM == 1
#ifdef ps_datm1_rta_correction
void ps_datm1_rta_correction()
{
if(sample_c().a < (254.5f / 255.0f)) // >= 0x80 pass
discard;
}
#endif
// Used for DATE (stencil)
// DATM == 0
#ifdef ps_datm0_rta_correction
void ps_datm0_rta_correction()
{
if((254.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
discard;
}
#endif
#ifdef ps_rta_correction
void ps_rta_correction()
{
vec4 value = sample_c();
SV_Target0 = vec4(value.rgb, value.a / (128.25f / 255.0f));
}
#endif
#ifdef ps_rta_decorrection
void ps_rta_decorrection()
{
vec4 value = sample_c();
SV_Target0 = vec4(value.rgb, value.a * (128.25f / 255.0f));
}
#endif
#ifdef ps_colclip_init
void ps_colclip_init()
{
vec4 value = sample_c();
SV_Target0 = vec4(round(value.rgb * 255.0f) / 65535.0f, value.a);
}
#endif
#ifdef ps_colclip_resolve
void ps_colclip_resolve()
{
vec4 value = sample_c();
SV_Target0 = vec4(vec3(uvec3(value.rgb * 65535.0f) & 255u) / 255.0f, value.a);
}
#endif
#ifdef ps_convert_clut_4
uniform uvec3 offset;
uniform float scale;
void ps_convert_clut_4()
{
// CLUT4 is easy, just two rows of 8x8.
uint index = uint(gl_FragCoord.x) + offset.z;
uvec2 pos = uvec2(index % 8u, index / 8u);
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
SV_Target0 = texelFetch(TextureSampler, final, 0);
}
#endif
#ifdef ps_convert_clut_8
uniform uvec3 offset;
uniform float scale;
void ps_convert_clut_8()
{
uint index = min(uint(gl_FragCoord.x) + offset.z, 255u);
// CLUT is arranged into 8 groups of 16x2, with the top-right and bottom-left quadrants swapped.
// This can probably be done better..
uint subgroup = (index / 8u) % 4u;
uvec2 pos;
pos.x = (index % 8u) + ((subgroup >= 2u) ? 8u : 0u);
pos.y = ((index / 32u) * 2u) + (subgroup % 2u);
ivec2 final = ivec2(floor(vec2(offset.xy + pos) * vec2(scale)));
SV_Target0 = texelFetch(TextureSampler, final, 0);
}
#endif
#ifdef ps_yuv
uniform ivec2 EMOD;
void ps_yuv()
{
vec4 i = sample_c();
vec4 o = vec4(0.0f);
mat3 rgb2yuv; // Value from GS manual
rgb2yuv[0] = vec3(0.587, -0.311, -0.419);
rgb2yuv[1] = vec3(0.114, 0.500, -0.081);
rgb2yuv[2] = vec3(0.299, -0.169, 0.500);
vec3 yuv = rgb2yuv * i.gbr;
float Y = float(0xDB)/255.0f * yuv.x + float(0x10)/255.0f;
float Cr = float(0xE0)/255.0f * yuv.y + float(0x80)/255.0f;
float Cb = float(0xE0)/255.0f * yuv.z + float(0x80)/255.0f;
switch(EMOD.x)
{
case 0:
o.a = i.a;
break;
case 1:
o.a = Y;
break;
case 2:
o.a = Y/2.0f;
break;
case 3:
o.a = 0.0f;
break;
}
switch(EMOD.y)
{
case 0:
o.rgb = i.rgb;
break;
case 1:
o.rgb = vec3(Y);
break;
case 2:
o.rgb = vec3(Y, Cb, Cr);
break;
case 3:
o.rgb = vec3(i.a);
break;
}
SV_Target0 = o;
}
#endif
#if defined(ps_stencil_image_init_0) || defined(ps_stencil_image_init_1) || defined(ps_stencil_image_init_2) || defined(ps_stencil_image_init_3)
void main()
{
SV_Target0 = vec4(0x7FFFFFFF);
#ifdef ps_stencil_image_init_0
if((127.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_1
if(sample_c().a < (127.5f / 255.0f)) // >= 0x80 pass
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_2
if((254.5f / 255.0f) < sample_c().a) // < 0x80 pass (== 0x80 should not pass)
SV_Target0 = vec4(-1);
#endif
#ifdef ps_stencil_image_init_3
if(sample_c().a < (254.5f / 255.0f)) // >= 0x80 pass
SV_Target0 = vec4(-1);
#endif
}
#endif
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 UV;
layout(location = 2) in vec4 Color;
uniform mat4 ProjMtx;
out vec2 Frag_UV;
out vec4 Frag_Color;
void vs_main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}
#endif
#ifdef FRAGMENT_SHADER
layout(binding = 0) uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
layout(location = 0) out vec4 Out_Color;
void ps_main()
{
Out_Color = Frag_Color * texture(Texture, Frag_UV.st);
}
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for editor detection
#ifdef FRAGMENT_SHADER
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
uniform vec4 ZrH;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
// Weave shader
void ps_main0()
{
int idx = int(ZrH.x); // buffer index passed from CPU
int field = idx & 1; // current field
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
if ((vpos & 1) == field)
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
// Bob shader
void ps_main1()
{
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
}
// Blend shader
void ps_main2()
{
vec2 vstep = vec2(0.0f, ZrH.y);
vec4 c0 = textureLod(TextureSampler, PSin_t - vstep, 0);
vec4 c1 = textureLod(TextureSampler, PSin_t, 0);
vec4 c2 = textureLod(TextureSampler, PSin_t + vstep, 0);
SV_Target0 = (c0 + c1 * 2.0f + c2) / 4.0f;
}
// MAD shader - buffering
void ps_main3()
{
// We take half the lines from the current frame and stores them in the MAD frame buffer.
// the MAD frame buffer is split in 2 consecutive banks of 2 fields each, the fields in each bank
// are interleaved (top field at even lines and bottom field at odd lines).
// When the source texture has an odd vres, the first line of bank 1 would be an odd index
// causing the wrong lines to be discarded, so a vertical offset (lofs) is added to the vertical
// position of the destination texture to force the proper field alignment
int idx = int(ZrH.x); // buffer index passed from CPU
int bank = idx >> 1; // current bank
int field = idx & 1; // current field
int vres = int(ZrH.z) >> 1; // vertical resolution of source texture
int lofs = ((((vres + 1) >> 1) << 1) - vres) & bank; // line alignment offset for bank 1
int vpos = int(gl_FragCoord.y) + lofs; // vertical position of destination texture
// if the index of current destination line belongs to the current fiels we update it, otherwise
// we leave the old line in the destination buffer
if ((vpos & 1) == field)
SV_Target0 = textureLod(TextureSampler, PSin_t, 0);
else
discard;
}
// MAD shader - reconstruction
void ps_main4()
{
// we use the contents of the MAD frame buffer to reconstruct the missing lines from the current field.
int idx = int(ZrH.x); // buffer index passed from CPU
int field = idx & 1; // current field
int vpos = int(gl_FragCoord.y); // vertical position of destination texture
float sensitivity = ZrH.w; // passed from CPU, higher values mean more likely to use weave
vec3 motion_thr = vec3(1.0, 1.0, 1.0) * sensitivity; //
vec2 bofs = vec2(0.0f, 0.5f); // position of the bank 1 relative to source texture size
vec2 vscale = vec2(1.0f, 0.5f); // scaling factor from source to destination texture
vec2 lofs = vec2(0.0f, ZrH.y) * vscale; // distance between two adjacent lines relative to source texture size
vec2 iptr = PSin_t * vscale; // pointer to the current pixel in the source texture
vec2 p_t0; // pointer to current pixel (missing or not) from most recent frame
vec2 p_t1; // pointer to current pixel (missing or not) from one frame back
vec2 p_t2; // pointer to current pixel (missing or not) from two frames back
vec2 p_t3; // pointer to current pixel (missing or not) from three frames back
switch (idx)
{
case 1:
p_t0 = iptr;
p_t1 = iptr;
p_t2 = iptr + bofs;
p_t3 = iptr + bofs;
break;
case 2:
p_t0 = iptr + bofs;
p_t1 = iptr;
p_t2 = iptr;
p_t3 = iptr + bofs;
break;
case 3:
p_t0 = iptr + bofs;
p_t1 = iptr + bofs;
p_t2 = iptr;
p_t3 = iptr;
break;
default:
p_t0 = iptr;
p_t1 = iptr + bofs;
p_t2 = iptr + bofs;
p_t3 = iptr;
break;
}
// calculating motion, only relevant for missing lines where the "center line" is pointed
// by p_t1
vec4 hn = textureLod(TextureSampler, p_t0 - lofs, 0); // new high pixel
vec4 cn = textureLod(TextureSampler, p_t1, 0); // new center pixel
vec4 ln = textureLod(TextureSampler, p_t0 + lofs, 0); // new low pixel
vec4 ho = textureLod(TextureSampler, p_t2 - lofs, 0); // old high pixel
vec4 co = textureLod(TextureSampler, p_t3, 0); // old center pixel
vec4 lo = textureLod(TextureSampler, p_t2 + lofs, 0); // old low pixel
vec3 mh = hn.rgb - ho.rgb; // high pixel motion
vec3 mc = cn.rgb - co.rgb; // center pixel motion
vec3 ml = ln.rgb - lo.rgb; // low pixel motion
mh = max(mh, -mh) - motion_thr;
mc = max(mc, -mc) - motion_thr;
ml = max(ml, -ml) - motion_thr;
#if 1 // use this code to evaluate each color motion separately
float mh_max = max(max(mh.x, mh.y), mh.z);
float mc_max = max(max(mc.x, mc.y), mc.z);
float ml_max = max(max(ml.x, ml.y), ml.z);
#else // use this code to evaluate average color motion
float mh_max = mh.x + mh.y + mh.z;
float mc_max = mc.x + mc.y + mc.z;
float ml_max = ml.x + ml.y + ml.z;
#endif
// selecting deinterlacing output
if ((vpos & 1) == field)
{
// output coordinate present on current field
SV_Target0 = textureLod(TextureSampler, p_t0, 0);
}
else if ((iptr.y > 0.5f - lofs.y) || (iptr.y < 0.0 + lofs.y))
{
// top and bottom lines are always weaved
SV_Target0 = cn;
}
else
{
// missing line needs to be reconstructed
if(((mh_max > 0.0f) || (ml_max > 0.0f)) || (mc_max > 0.0f))
// high motion -> interpolate pixels above and below
SV_Target0 = (hn + ln) / 2.0f;
else
// low motion -> weave
SV_Target0 = cn;
}
}
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for editor detection
#ifdef FRAGMENT_SHADER
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
uniform vec4 BGColor;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
void ps_main0()
{
vec4 c = texture(TextureSampler, PSin_t);
// Note: clamping will be done by fixed unit
c.a *= 2.0f;
SV_Target0 = c;
}
void ps_main1()
{
vec4 c = texture(TextureSampler, PSin_t);
c.a = BGColor.a;
SV_Target0 = c;
}
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for editor detection
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 POSITION;
layout(location = 1) in vec2 TEXCOORD0;
layout(location = 7) in vec4 COLOR;
// FIXME set the interpolation (don't know what dx do)
// flat means that there is no interpolation. The value given to the fragment shader is based on the provoking vertex conventions.
//
// noperspective means that there will be linear interpolation in window-space. This is usually not what you want, but it can have its uses.
//
// smooth, the default, means to do perspective-correct interpolation.
//
// The centroid qualifier only matters when multisampling. If this qualifier is not present, then the value is interpolated to the pixel's center, anywhere in the pixel, or to one of the pixel's samples. This sample may lie outside of the actual primitive being rendered, since a primitive can cover only part of a pixel's area. The centroid qualifier is used to prevent this; the interpolation point must fall within both the pixel's area and the primitive's area.
out vec4 PSin_p;
out vec2 PSin_t;
out vec4 PSin_c;
void vs_main()
{
PSin_p = vec4(POSITION, 0.5f, 1.0f);
PSin_t = TEXCOORD0;
PSin_c = COLOR;
gl_Position = vec4(POSITION, 0.5f, 1.0f); // NOTE I don't know if it is possible to merge POSITION_OUT and gl_Position
}
#endif
#ifdef FRAGMENT_SHADER
uniform vec4 u_source_rect;
uniform vec4 u_target_rect;
uniform vec2 u_source_size;
uniform vec2 u_target_size;
uniform vec2 u_target_resolution;
uniform vec2 u_rcp_target_resolution; // 1 / u_target_resolution
uniform vec2 u_source_resolution;
uniform vec2 u_rcp_source_resolution; // 1 / u_source_resolution
uniform float u_time;
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
vec4 sample_c()
{
return texture(TextureSampler, PSin_t);
}
vec4 sample_c(vec2 uv)
{
return texture(TextureSampler, uv);
}
vec4 ps_crt(uint i)
{
vec4 mask[4] = vec4[4](
vec4(1, 0, 0, 0),
vec4(0, 1, 0, 0),
vec4(0, 0, 1, 0),
vec4(1, 1, 1, 0));
return sample_c() * clamp((mask[i] + 0.5f), 0.0f, 1.0f);
}
#ifdef ps_copy
void ps_copy()
{
SV_Target0 = sample_c();
}
#endif
#ifdef ps_filter_scanlines
vec4 ps_scanlines(uint i)
{
vec4 mask[2] = vec4[2]
(
vec4(1, 1, 1, 0),
vec4(0, 0, 0, 0)
);
return sample_c() * clamp((mask[i] + 0.5f), 0.0f, 1.0f);
}
void ps_filter_scanlines() // scanlines
{
highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_scanlines(p.y % 2u);
SV_Target0 = c;
}
#endif
#ifdef ps_filter_diagonal
void ps_filter_diagonal() // diagonal
{
highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_crt((p.x + (p.y % 3u)) % 3u);
SV_Target0 = c;
}
#endif
#ifdef ps_filter_triangular
void ps_filter_triangular() // triangular
{
highp uvec4 p = uvec4(gl_FragCoord);
vec4 c = ps_crt(((p.x + ((p.y >> 1u) & 1u) * 3u) >> 1u) % 3u);
SV_Target0 = c;
}
#endif
#ifdef ps_filter_complex
void ps_filter_complex()
{
const float PI = 3.14159265359f;
vec2 texdim = vec2(textureSize(TextureSampler, 0));
float factor = (0.9f - 0.4f * cos(2.0f * PI * PSin_t.y * texdim.y));
vec4 c = factor * texture(TextureSampler, vec2(PSin_t.x, (floor(PSin_t.y * texdim.y) + 0.5f) / texdim.y));
SV_Target0 = c;
}
#endif
#ifdef ps_filter_lottes
#define MaskingType 4 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
#define FilterCRTAmount -3.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
#define MaskAmountDark 0.50 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
#define BloomPixel -1.50 //[-2.0 -0.5] Pixel bloom radius. Higher for increased softness of bloom.
#define BloomScanLine -2.0 //[-4.0 -1.0] Scanline bloom radius. Higher for increased softness of bloom.
#define BloomAmount 0.15 //[0.0 1.0] Bloom intensity. Higher for brighter.
#define Shape 2.0 //[0.0 10.0] Kernal filter shape. Lower values will darken image and introduce moire patterns if used with curvature.
#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
float ToLinear1(float c)
{
return c <= 0.04045 ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4);
}
vec3 ToLinear(vec3 c)
{
return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b));
}
float ToSrgb1(float c)
{
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055;
}
vec3 ToSrgb(vec3 c)
{
return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b));
}
vec3 Fetch(vec2 pos, vec2 off)
{
pos = (floor(pos * u_target_size + off) + vec2(0.5, 0.5)) / u_target_size;
if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5)
{
return vec3(0.0, 0.0, 0.0);
}
else
{
return ToLinear(texture(TextureSampler, pos.xy).rgb);
}
}
vec2 Dist(vec2 pos)
{
pos = pos * vec2(640, 480);
return -((pos - floor(pos)) - vec2(0.5, 0.5));
}
float Gaus(float pos, float scale)
{
return exp2(scale * pow(abs(pos), Shape));
}
vec3 Horz3(vec2 pos, float off)
{
vec3 b = Fetch(pos, vec2(-1.0, off));
vec3 c = Fetch(pos, vec2(0.0, off));
vec3 d = Fetch(pos, vec2(1.0, off));
float dst = Dist(pos).x;
// Convert distance to weight.
float scale = FilterCRTAmount;
float wb = Gaus(dst - 1.0, scale);
float wc = Gaus(dst + 0.0, scale);
float wd = Gaus(dst + 1.0, scale);
return (b * wb + c * wc + d * wd) / (wb + wc + wd);
}
vec3 Horz5(vec2 pos, float off)
{
vec3 a = Fetch(pos, vec2(-2.0, off));
vec3 b = Fetch(pos, vec2(-1.0, off));
vec3 c = Fetch(pos, vec2(0.0, off));
vec3 d = Fetch(pos, vec2(1.0, off));
vec3 e = Fetch(pos, vec2(2.0, off));
float dst = Dist(pos).x;
// Convert distance to weight.
float scale = FilterCRTAmount;
float wa = Gaus(dst - 2.0, scale);
float wb = Gaus(dst - 1.0, scale);
float wc = Gaus(dst + 0.0, scale);
float wd = Gaus(dst + 1.0, scale);
float we = Gaus(dst + 2.0, scale);
return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we);
}
vec3 Horz7(vec2 pos, float off)
{
vec3 a = Fetch(pos, vec2(-3.0, off));
vec3 b = Fetch(pos, vec2(-2.0, off));
vec3 c = Fetch(pos, vec2(-1.0, off));
vec3 d = Fetch(pos, vec2( 0.0, off));
vec3 e = Fetch(pos, vec2( 1.0, off));
vec3 f = Fetch(pos, vec2( 2.0, off));
vec3 g = Fetch(pos, vec2( 3.0, off));
float dst = Dist(pos).x;
// Convert distance to weight.
float scale = BloomPixel;
float wa = Gaus(dst - 3.0, scale);
float wb = Gaus(dst - 2.0, scale);
float wc = Gaus(dst - 1.0, scale);
float wd = Gaus(dst + 0.0, scale);
float we = Gaus(dst + 1.0, scale);
float wf = Gaus(dst + 2.0, scale);
float wg = Gaus(dst + 3.0, scale);
// Return filtered sample.
return (a * wa + b * wb + c * wc + d * wd + e * we + f * wf + g * wg) / (wa + wb + wc + wd + we + wf + wg);
}
// Return scanline weight.
float Scan(vec2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst + off, ScanBrightness);
}
float BloomScan(vec2 pos, float off)
{
float dst = Dist(pos).y;
return Gaus(dst + off, BloomScanLine);
}
vec3 Tri(vec2 pos)
{
vec3 a = Horz3(pos, -1.0);
vec3 b = Horz5(pos, 0.0);
vec3 c = Horz3(pos, 1.0);
float wa = Scan(pos, -1.0);
float wb = Scan(pos, 0.0);
float wc = Scan(pos, 1.0);
return (a * wa) + (b * wb) + (c * wc);
}
vec3 Bloom(vec2 pos)
{
vec3 a = Horz5(pos,-2.0);
vec3 b = Horz7(pos,-1.0);
vec3 c = Horz7(pos, 0.0);
vec3 d = Horz7(pos, 1.0);
vec3 e = Horz5(pos, 2.0);
float wa = BloomScan(pos,-2.0);
float wb = BloomScan(pos,-1.0);
float wc = BloomScan(pos, 0.0);
float wd = BloomScan(pos, 1.0);
float we = BloomScan(pos, 2.0);
return a * wa + b * wb + c * wc + d * wd + e * we;
}
vec2 Warp(vec2 pos)
{
pos = pos * 2.0 - 1.0;
pos *= vec2(1.0 + (pos.y * pos.y) * HorizontalWarp, 1.0 + (pos.x * pos.x) * VerticalWarp);
return pos * 0.5 + 0.5;
}
vec3 Mask(vec2 pos)
{
#if MaskingType == 1
// Very compressed TV style shadow mask.
float lines = MaskAmountLight;
float odd = 0.0;
if (fract(pos.x / 6.0) < 0.5)
{
odd = 1.0;
}
if (fract((pos.y + odd) / 2.0) < 0.5)
{
lines = MaskAmountDark;
}
pos.x = fract(pos.x / 3.0);
vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
mask *= lines;
return mask;
#elif MaskingType == 2
// Aperture-grille.
pos.x = fract(pos.x / 3.0);
vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#elif MaskingType == 3
// Stretched VGA style shadow mask (same as prior shaders).
pos.x += pos.y * 3.0;
vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
pos.x = fract(pos.x / 6.0);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#else
// VGA style shadow mask.
pos.xy = floor(pos.xy * vec2(1.0, 0.5));
pos.x += pos.y * 3.0;
vec3 mask = vec3(MaskAmountDark, MaskAmountDark, MaskAmountDark);
pos.x = fract(pos.x / 6.0);
if (pos.x < 0.333)
{
mask.r = MaskAmountLight;
}
else if (pos.x < 0.666)
{
mask.g = MaskAmountLight;
}
else
{
mask.b = MaskAmountLight;
}
return mask;
#endif
}
vec4 LottesCRTPass()
{
//flipped y axis in opengl
vec2 fragcoord = vec2(gl_FragCoord.x, u_target_resolution.y - gl_FragCoord.y) - u_target_rect.xy;
vec4 color;
vec2 inSize = u_target_resolution - (2.0 * u_target_rect.xy);
vec2 pos = Warp(fragcoord.xy / inSize);
color.rgb = Tri(pos);
color.rgb += Bloom(pos) * BloomAmount;
#if UseShadowMask
color.rgb *= Mask(fragcoord.xy);
#endif
color.rgb = ToSrgb(color.rgb);
return color;
}
void ps_filter_lottes()
{
SV_Target0 = LottesCRTPass();
}
#endif
#ifdef ps_4x_rgss
void ps_4x_rgss()
{
vec2 dxy = vec2(dFdx(PSin_t.x), dFdy(PSin_t.y));
vec3 color = vec3(0);
float s = 1.0/8.0;
float l = 3.0/8.0;
color += sample_c(PSin_t + vec2( s, l) * dxy).rgb;
color += sample_c(PSin_t + vec2( l,-s) * dxy).rgb;
color += sample_c(PSin_t + vec2(-s,-l) * dxy).rgb;
color += sample_c(PSin_t + vec2(-l, s) * dxy).rgb;
SV_Target0 = vec4(color * 0.25,1);
}
#endif
#ifdef ps_automagical_supersampling
void ps_automagical_supersampling()
{
vec2 ratio = (u_source_size / u_target_size) * 0.5;
vec2 steps = floor(ratio);
vec3 col = sample_c(PSin_t).rgb;
float div = 1;
for (float y = 0; y < steps.y; y++)
{
for (float x = 0; x < steps.x; x++)
{
vec2 offset = vec2(x,y) - ratio * 0.5;
col += sample_c(PSin_t + offset * u_rcp_source_resolution * 2.0).rgb;
div++;
}
}
SV_Target0 = vec4(col / div, 1);
}
#endif
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for editor detection
/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
** TGM's author comment about the license (included in the previous link)
** "do with it, what you want! its total free!
** (but would be nice, if you say that you used my shaders :wink: ) but not necessary"
*/
#ifdef FRAGMENT_SHADER
uniform vec4 params;
in vec4 PSin_p;
in vec2 PSin_t;
in vec4 PSin_c;
layout(binding = 0) uniform sampler2D TextureSampler;
layout(location = 0) out vec4 SV_Target0;
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec4 ContrastSaturationBrightness(vec4 color)
{
float brt = params.x;
float con = params.y;
float sat = params.z;
// Increase or decrease these values to adjust r, g and b color channels separately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
vec3 brtColor = color.rgb * brt;
float dot_intensity = dot(brtColor, LumCoeff);
vec3 intensity = vec3(dot_intensity, dot_intensity, dot_intensity);
vec3 satColor = mix(intensity, brtColor, sat);
vec3 conColor = mix(AvgLumin, satColor, con);
color.rgb = conColor;
return color;
}
void ps_main()
{
vec4 c = texture(TextureSampler, PSin_t);
SV_Target0 = ContrastSaturationBrightness(c);
}
#endif

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// SPDX-FileCopyrightText: 2002-2025 PCSX2 Dev Team
// SPDX-License-Identifier: GPL-3.0+
//#version 420 // Keep it for text editor detection
layout(std140, binding = 1) uniform cb20
{
vec2 VertexScale;
vec2 VertexOffset;
vec2 TextureScale;
vec2 TextureOffset;
vec2 PointSize;
uint MaxDepth;
uint pad_cb20;
};
#ifdef VERTEX_SHADER
out SHADER
{
vec4 t_float;
vec4 t_int;
#if VS_IIP != 0
vec4 c;
#else
flat vec4 c;
#endif
} VSout;
const float exp_min32 = exp2(-32.0f);
#if VS_EXPAND == 0
layout(location = 0) in vec2 i_st;
layout(location = 2) in vec4 i_c;
layout(location = 3) in float i_q;
layout(location = 4) in uvec2 i_p;
layout(location = 5) in uint i_z;
layout(location = 6) in uvec2 i_uv;
layout(location = 7) in vec4 i_f;
void texture_coord()
{
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
// Float coordinate
VSout.t_float.xy = st;
VSout.t_float.w = i_q;
// Integer coordinate => normalized
VSout.t_int.xy = uv * TextureScale;
#if VS_FST
// Integer coordinate => integral
VSout.t_int.zw = uv;
#else
// Some games uses float coordinate for post-processing effect
VSout.t_int.zw = st / TextureScale;
#endif
}
void vs_main()
{
// Clamp to max depth, gs doesn't wrap
highp uint z = min(i_z, MaxDepth);
// pos -= 0.05 (1/320 pixel) helps avoiding rounding problems (integral part of pos is usually 5 digits, 0.05 is about as low as we can go)
// example: ceil(afterseveralvertextransformations(y = 133)) => 134 => line 133 stays empty
// input granularity is 1/16 pixel, anything smaller than that won't step drawing up/left by one pixel
// example: 133.0625 (133 + 1/16) should start from line 134, ceil(133.0625 - 0.05) still above 133
gl_Position.xy = vec2(i_p) - vec2(0.05f, 0.05f);
gl_Position.xy = gl_Position.xy * VertexScale - VertexOffset;
gl_Position.z = float(z) * exp_min32;
gl_Position.w = 1.0f;
texture_coord();
VSout.c = i_c;
VSout.t_float.z = i_f.x; // pack for with texture
#if VS_POINT_SIZE
gl_PointSize = PointSize.x;
#endif
}
#else // VS_EXPAND
struct RawVertex
{
vec2 ST;
uint RGBA;
float Q;
uint XY;
uint Z;
uint UV;
uint FOG;
};
layout(std140, binding = 2) readonly buffer VertexBuffer {
RawVertex vertex_buffer[];
};
struct ProcessedVertex
{
vec4 p;
vec4 t_float;
vec4 t_int;
vec4 c;
};
ProcessedVertex load_vertex(uint index)
{
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
RawVertex rvtx = vertex_buffer[index + gl_BaseVertexARB];
#else
RawVertex rvtx = vertex_buffer[index];
#endif
vec2 i_st = rvtx.ST;
vec4 i_c = vec4(uvec4(bitfieldExtract(rvtx.RGBA, 0, 8), bitfieldExtract(rvtx.RGBA, 8, 8),
bitfieldExtract(rvtx.RGBA, 16, 8), bitfieldExtract(rvtx.RGBA, 24, 8)));
float i_q = rvtx.Q;
uvec2 i_p = uvec2(bitfieldExtract(rvtx.XY, 0, 16), bitfieldExtract(rvtx.XY, 16, 16));
uint i_z = rvtx.Z;
uvec2 i_uv = uvec2(bitfieldExtract(rvtx.UV, 0, 16), bitfieldExtract(rvtx.UV, 16, 16));
vec4 i_f = unpackUnorm4x8(rvtx.FOG);
ProcessedVertex vtx;
uint z = min(i_z, MaxDepth);
vtx.p.xy = vec2(i_p) - vec2(0.05f, 0.05f);
vtx.p.xy = vtx.p.xy * VertexScale - VertexOffset;
vtx.p.z = float(z) * exp_min32;
vtx.p.w = 1.0f;
vec2 uv = vec2(i_uv) - TextureOffset;
vec2 st = i_st - TextureOffset;
vtx.t_float.xy = st;
vtx.t_float.w = i_q;
vtx.t_int.xy = uv * TextureScale;
#if VS_FST
vtx.t_int.zw = uv;
#else
vtx.t_int.zw = st / TextureScale;
#endif
vtx.c = i_c;
vtx.t_float.z = i_f.x;
return vtx;
}
void main()
{
ProcessedVertex vtx;
#if defined(GL_ARB_shader_draw_parameters) && GL_ARB_shader_draw_parameters
uint vid = uint(gl_VertexID - gl_BaseVertexARB);
#else
uint vid = uint(gl_VertexID);
#endif
#if VS_EXPAND == 1 // Point
vtx = load_vertex(vid >> 2);
vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f;
vtx.p.y += ((vid & 2u) != 0u) ? PointSize.y : 0.0f;
#elif VS_EXPAND == 2 // Line
uint vid_base = vid >> 2;
bool is_bottom = (vid & 2u) != 0u;
bool is_right = (vid & 1u) != 0u;
uint vid_other = is_bottom ? vid_base - 1 : vid_base + 1;
vtx = load_vertex(vid_base);
ProcessedVertex other = load_vertex(vid_other);
vec2 line_vector = normalize(vtx.p.xy - other.p.xy);
vec2 line_normal = vec2(line_vector.y, -line_vector.x);
vec2 line_width = (line_normal * PointSize) / 2;
// line_normal is inverted for bottom point
vec2 offset = ((uint(is_bottom) ^ uint(is_right)) != 0u) ? line_width : -line_width;
vtx.p.xy += offset;
// Lines will be run as (0 1 2) (1 2 3)
// This means that both triangles will have a point based off the top line point as their first point
// So we don't have to do anything for !IIP
#elif VS_EXPAND == 3 // Sprite
// Sprite points are always in pairs
uint vid_base = vid >> 1;
uint vid_lt = vid_base & ~1u;
uint vid_rb = vid_base | 1u;
ProcessedVertex lt = load_vertex(vid_lt);
ProcessedVertex rb = load_vertex(vid_rb);
vtx = rb;
bool is_right = ((vid & 1u) != 0u);
vtx.p.x = is_right ? lt.p.x : vtx.p.x;
vtx.t_float.x = is_right ? lt.t_float.x : vtx.t_float.x;
vtx.t_int.xz = is_right ? lt.t_int.xz : vtx.t_int.xz;
bool is_bottom = ((vid & 2u) != 0u);
vtx.p.y = is_bottom ? lt.p.y : vtx.p.y;
vtx.t_float.y = is_bottom ? lt.t_float.y : vtx.t_float.y;
vtx.t_int.yw = is_bottom ? lt.t_int.yw : vtx.t_int.yw;
#endif
gl_Position = vtx.p;
VSout.t_float = vtx.t_float;
VSout.t_int = vtx.t_int;
VSout.c = vtx.c;
}
#endif // VS_EXPAND
#endif // VERTEX_SHADER