diff options
Diffstat (limited to 'port/shaders/directx/default.shader.hlsl')
| -rw-r--r-- | port/shaders/directx/default.shader.hlsl | 332 |
1 files changed, 332 insertions, 0 deletions
diff --git a/port/shaders/directx/default.shader.hlsl b/port/shaders/directx/default.shader.hlsl new file mode 100644 index 00000000..f36c2dae --- /dev/null +++ b/port/shaders/directx/default.shader.hlsl @@ -0,0 +1,332 @@ +@prism(type='hlsl', name='Fast3D HLSL Shader', version='1.0.0', description='Ported shader to prism', author='Emill & Prism Team') + +@if(o_root_signature) + @if(o_textures[0]) + #define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t0), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL)" + @end + @if(o_textures[1]) + #define RS "RootFlags(ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | DENY_VERTEX_SHADER_ROOT_ACCESS), CBV(b0, visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(SRV(t1), visibility = SHADER_VISIBILITY_PIXEL), DescriptorTable(Sampler(s1), visibility = SHADER_VISIBILITY_PIXEL)" + @end +@end + +struct PSInput { + float4 position : SV_POSITION; +@for(i in 0..2) + @if(o_textures[i]) + float2 uv@{i} : TEXCOORD@{i}; + @{update_floats(2)} + @for(j in 0..2) + @if(o_clamp[i][j]) + @if(j == 0) + float texClampS@{i} : TEXCLAMPS@{i}; + @else + float texClampT@{i} : TEXCLAMPT@{i}; + @end + @{update_floats(1)} + @end + @end + @end +@end + +@if(o_fog) +float4 fog : FOG; +@{update_floats(4)} +@end +@if(o_grayscale) +float4 grayscale : GRAYSCALE; +@{update_floats(4)} +@end + +@for(i in 0..o_inputs) + @if(o_alpha) + float4 input@{i + 1} : INPUT@{i}; + @{update_floats(4)} + @else + float3 input@{i + 1} : INPUT@{i}; + @{update_floats(3)} + @end +@end +}; + +@if(o_textures[0]) + Texture2D g_texture0 : register(t0); + SamplerState g_sampler0 : register(s0); +@end +@if(o_textures[1]) + Texture2D g_texture1 : register(t1); + SamplerState g_sampler1 : register(s1); +@end + +@if(o_masks[0]) Texture2D g_textureMask0 : register(t2); +@if(o_masks[1]) Texture2D g_textureMask1 : register(t3); + +@if(o_blend[0]) Texture2D g_textureBlend0 : register(t4); +@if(o_blend[1]) Texture2D g_textureBlend1 : register(t5); + +cbuffer PerFrameCB : register(b0) { + uint noise_frame; + float noise_scale; +} + +float random(in float3 value) { + float random = dot(value, float3(12.9898, 78.233, 37.719)); + return frac(sin(random) * 143758.5453); +} + +// 3 point texture filtering +// Original author: ArthurCarvalho +// Based on GLSL implementation by twinaphex, mupen64plus-libretro project. + +@if(o_three_point_filtering && o_textures[0] || o_textures[1]) +cbuffer PerDrawCB : register(b1) { + struct { + uint width; + uint height; + bool linear_filtering; + } textures[2]; +} + +#define TEX_OFFSET(tex, tSampler, texCoord, off, texSize) tex.Sample(tSampler, texCoord - off / texSize) + +float4 tex2D3PointFilter(in Texture2D tex, in SamplerState tSampler, in float2 texCoord, in float2 texSize) { + float2 offset = frac(texCoord * texSize - float2(0.5, 0.5)); + offset -= step(1.0, offset.x + offset.y); + float4 c0 = TEX_OFFSET(tex, tSampler, texCoord, offset, texSize); + float4 c1 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x - sign(offset.x), offset.y), texSize); + float4 c2 = TEX_OFFSET(tex, tSampler, texCoord, float2(offset.x, offset.y - sign(offset.y)), texSize); + return c0 + abs(offset.x)*(c1-c0) + abs(offset.y)*(c2-c0); +} +@end + +PSInput VSMain( + float4 position : POSITION +@for(i in 0..2) + @if(o_textures[i]) + , float2 uv@{i} : TEXCOORD@{i} + @end + @for(j in 0..2) + @if(o_clamp[i][j]) + @if(j == 0) + , float texClampS@{i} : TEXCLAMPS@{i} + @else + , float texClampT@{i} : TEXCLAMPT@{i} + @end + @end + @end +@end +@if(o_fog) + , float4 fog : FOG +@end +@if(o_grayscale) + , float4 grayscale : GRAYSCALE +@end +@for(i in 0..o_inputs) + @if(o_alpha) + , float4 input@{i + 1} : INPUT@{i} + @else + , float3 input@{i + 1} : INPUT@{i} + @end +@end +) { + PSInput result; + result.position = position; + @for(i in 0..2) + @if(o_textures[i]) + result.uv@{i} = uv@{i}; + @for(j in 0..2) + @if(o_clamp[i][j]) + @if(j == 0) + result.texClampS@{i} = texClampS@{i}; + @else + result.texClampT@{i} = texClampT@{i}; + @end + @end + @end + @end + @end + + @if(o_fog) + result.fog = fog; + @end + + @if(o_grayscale) + result.grayscale = grayscale; + @end + + @for(i in 0..o_inputs) + @if(o_alpha) + result.input@{i + 1} = input@{i + 1}; + @else + result.input@{i + 1} = float4(input@{i + 1}, 1.0); + @end + @end + + return result; +} + +@if(o_root_signature) + [RootSignature(RS)] +@end + +@if(srgb_mode) + float4 fromLinear(float4 linearRGB){ + bool3 cutoff = linearRGB.rgb < float3(0.0031308, 0.0031308, 0.0031308); + float3 higher = 1.055 * pow(linearRGB.rgb, float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) - float3(0.055, 0.055, 0.055); + float3 lower = linearRGB.rgb * float3(12.92, 12.92, 12.92); + return float4(lerp(higher, lower, cutoff), linearRGB.a); + } +@end + +#define MOD(x, y) ((x) - (y) * floor((x)/(y))) +#define WRAP(x, low, high) MOD((x)-(low), (high)-(low)) + (low) + +float4 PSMain(PSInput input, float4 screenSpace : SV_Position) : SV_TARGET { + @for(i in 0..2) + @if(o_textures[i]) + float2 tc@{i} = input.uv@{i}; + @{s = o_clamp[i][0]} + @{t = o_clamp[i][1]} + @if(s && t) + int2 texSize@{i}; + g_texture@{i}.GetDimensions(texSize@{i}.x, texSize@{i}.y); + @if(s && t) + tc@{i} = clamp(tc@{i}, 0.5 / texSize@{i}, float2(input.texClampS@{i}, input.texClampT@{i})); + @elseif(s) + tc@{i} = float2(clamp(tc@{i}.x, 0.5 / texSize@{i}.x, input.texClampS@{i}), tc@{i}.y); + @else + tc@{i} = float2(tc@{i}.x, clamp(tc@{i}.y, 0.5 / texSize@{i}.y, input.texClampT@{i})); + @end + @end + + @if(o_three_point_filtering) + float4 texVal@{i}; + if (textures[@{i}].linear_filtering) { + @if(o_masks[i]) + texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height)); + float2 maskSize@{i}; + g_textureMask@{i}.GetDimensions(maskSize@{i}.x, maskSize@{i}.y); + float4 maskVal@{i} = tex2D3PointFilter(g_textureMask@{i}, g_sampler@{i}, tc@{i}, maskSize@{i}); + @if(o_blend[i]) + float4 blendVal@{i} = tex2D3PointFilter(g_textureBlend@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height)); + @else + float4 blendVal@{i} = float4(0, 0, 0, 0); + @end + + texVal@{i} = lerp(texVal@{i}, blendVal@{i}, maskVal@{i}.a); + @else + texVal@{i} = tex2D3PointFilter(g_texture@{i}, g_sampler@{i}, tc@{i}, float2(textures[@{i}].width, textures[@{i}].height)); + @end + } else { + texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i}); + @if(o_masks[i]) + @if(o_blend[i]) + float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i}); + @else + float4 blendVal@{i} = float4(0, 0, 0, 0); + @end + texval@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a); + @end + } + @else + float4 texVal@{i} = g_texture@{i}.Sample(g_sampler@{i}, tc@{i}); + @if(o_masks[i]) + @if(o_blend[i]) + float4 blendVal@{i} = g_textureBlend@{i}.Sample(g_sampler@{i}, tc@{i}); + @else + float4 blendVal@{i} = float4(0, 0, 0, 0); + @end + texVal@{i} = lerp(texVal@{i}, blendVal@{i}, g_textureMask@{i}.Sample(g_sampler@{i}, tc@{i}).a); + @end + @end + @end + @end + + @if(o_alpha) + float4 texel; + @else + float3 texel; + @end + + @if(o_2cyc) + @{f_range = 2} + @else + @{f_range = 1} + @end + + @for(c in 0..f_range) + @if(c == 1) + @if(o_alpha) + @if(o_c[c][1][2] == SHADER_COMBINED) + texel.a = WRAP(texel.a, -1.01, 1.01); + @else + texel.a = WRAP(texel.a, -0.51, 1.51); + @end + @end + + @if(o_c[c][0][2] == SHADER_COMBINED) + texel.rgb = WRAP(texel.rgb, -1.01, 1.01); + @else + texel.rgb = WRAP(texel.rgb, -0.51, 1.51); + @end + @end + + @if(!o_color_alpha_same[c] && o_alpha) + texel = float4(@{ + append_formula(o_c[c], o_do_single[c][0], + o_do_multiply[c][0], o_do_mix[c][0], false, false, true, c == 0) + }, @{append_formula(o_c[c], o_do_single[c][1], + o_do_multiply[c][1], o_do_mix[c][1], true, true, true, c == 0) + }); + @else + texel = @{append_formula(o_c[c], o_do_single[c][0], + o_do_multiply[c][0], o_do_mix[c][0], o_alpha, false, + o_alpha, c == 0)}; + @end + @end + + @if(o_texture_edge && o_alpha) + if (texel.a > 0.19) texel.a = 1.0; else discard; + @end + + texel = WRAP(texel, -0.51, 1.51); + texel = clamp(texel, 0.0, 1.0); + // TODO discard if alpha is 0? + @if(o_fog) + @if(o_alpha) + texel = float4(lerp(texel.rgb, input.fog.rgb, input.fog.a), texel.a); + @else + texel = lerp(texel, input.fog.rgb, input.fog.a); + @end + @end + + @if(o_grayscale) + float intensity = (texel.r + texel.g + texel.b) / 3.0; + float3 new_texel = input.grayscale.rgb * intensity; + texel.rgb = lerp(texel.rgb, new_texel, input.grayscale.a); + @end + + @if(o_alpha && o_noise) + float2 coords = screenSpace.xy * noise_scale; + texel.a *= round(saturate(random(float3(floor(coords), noise_frame)) + texel.a - 0.5)); + @end + + @if(o_alpha) + @if(o_alpha_threshold) + if (texel.a < 8.0 / 256.0) discard; + @end + @if(o_invisible) + texel.a = 0.0; + @end + @if(srgb_mode) + return fromLinear(texel); + @else + return texel; + @end + @else + @if(srgb_mode) + return fromLinear(float4(texel, 1.0)); + @else + return float4(texel, 1.0); + @end + @end +}
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