mirror of
https://github.com/joncampbell123/dosbox-x.git
synced 2025-05-09 11:51:09 +08:00
163 lines
3.3 KiB
Plaintext
163 lines
3.3 KiB
Plaintext
/*
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Copyright (C) 2006 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// Needed by my shaders
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// matrix definitions
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float4x4 World : WORLD;
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float4x4 View : VIEW;
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float4x4 Projection : PROJECTION;
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float4x4 WorldView : WORLDVIEW;
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float4x4 ViewProjection : VIEWPROJECTION;
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float4x4 WorldViewProjection : WORLDVIEWPROJECTION;
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// useful variables
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float2 ps : TEXELSIZE;
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float3 dt = float3(1,1,1);
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float4 d4 = float4(1,1,1,1);
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// sampler init
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texture s_tex : SOURCETEXTURE;
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texture t_tex : WORKINGTEXTURE;
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sampler s_p = sampler_state
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{
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Texture = (s_tex);
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MinFilter = POINT;
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MagFilter = POINT;
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};
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sampler s_l = sampler_state
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{
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Texture = (s_tex);
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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sampler s_w = sampler_state
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{
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Texture = (t_tex);
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MinFilter = POINT;
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MagFilter = POINT;
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};
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sampler w_l = sampler_state
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{
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Texture = (t_tex);
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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// Vertex struct definitions
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// Standard 9 texel
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struct VERTEX_STUFF0
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{
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float4 coord : POSITION;
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float2 CT : TEXCOORD0;
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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float4 t4 : TEXCOORD4;
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};
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//-------------------------------------------------------------------//
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// GS2X vertex shader structure
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struct VERTEX_STUFF1
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{
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float4 coord : POSITION;
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float2 CT : TEXCOORD0;
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float2 UL : TEXCOORD1;
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float2 UR : TEXCOORD2;
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float2 DL : TEXCOORD3;
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float2 DR : TEXCOORD4;
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};
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//-------------------------------------------------------------------//
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// GS4x vertex shader structures
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struct VERTEX_STUFF2
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{
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float4 coord : POSITION;
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float2 CT : TEXCOORD0;
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float2 UL : TEXCOORD1;
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float2 UR : TEXCOORD2;
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float2 DL : TEXCOORD3;
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float2 DR : TEXCOORD4;
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float2 iUL : TEXCOORD5;
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float2 iUR : TEXCOORD6;
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float4 iDD : TEXCOORD7;
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};
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//-------------------------------------------------------------------//
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// Working Color VS structure
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struct VERTEX_STUFF_W // color
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{
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float4 coord : POSITION;
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float2 CT : TEXCOORD0;
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};
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//-------------------------------------------------------------------//
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// Hor-Vert vertex structure
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struct VERTEX_STUFF3
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{
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float4 coord : POSITION;
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float2 C : TEXCOORD0;
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float2 L : TEXCOORD1;
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float2 R : TEXCOORD2;
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float2 U : TEXCOORD3;
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float2 D : TEXCOORD4;
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};
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//-------------------------------------------------------------------//
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// More Texel coordinates
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struct VERTEX_STUFF4
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{
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float4 coord : POSITION;
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float2 CT : TEXCOORD0;
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float4 t1 : TEXCOORD1;
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float4 t2 : TEXCOORD2;
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float4 t3 : TEXCOORD3;
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float4 t4 : TEXCOORD4;
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float4 t5 : TEXCOORD5;
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float4 t6 : TEXCOORD6;
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};
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