(PS3) Rely on custom border-only.cg file being in the common-shader

subrepo instead of overwriting it for every 'make pkg' operation
This commit is contained in:
TwinAphex51224 2012-01-30 18:45:59 +01:00
parent 467023692f
commit e48ec1ea20
4 changed files with 3 additions and 52 deletions

View File

@ -80,7 +80,6 @@ ifeq ($(DOWNLOAD_SHADERS),1)
rm -rf ps3/pkg/USRDIR/shaders
git clone git://github.com/twinaphex/common-shaders.git ps3/pkg/USRDIR/shaders
endif
cp ps3/override/border-only.cg ps3/pkg/USRDIR/shaders/Borders/Menu/
$(MAKE_FSELF_NPDRM) $(PPU_TARGET) ps3/pkg/USRDIR/EBOOT.BIN
$(MAKE_PACKAGE_NPDRM) ps3/pkg/package.conf ps3/pkg

View File

@ -258,7 +258,7 @@ static void get_path_settings(bool multiman_support)
snprintf(BORDERS_DIR_PATH, sizeof(BORDERS_DIR_PATH), "%s/borders", usrDirPath);
snprintf(SHADERS_DIR_PATH, sizeof(SHADERS_DIR_PATH), "%s/shaders", usrDirPath);
snprintf(DEFAULT_SHADER_FILE, sizeof(DEFAULT_SHADER_FILE), "%s/shaders/stock.cg", usrDirPath);
snprintf(DEFAULT_MENU_SHADER_FILE, sizeof(DEFAULT_MENU_SHADER_FILE), "%s/shaders/Borders/Menu/border-only.cg", usrDirPath);
snprintf(DEFAULT_MENU_SHADER_FILE, sizeof(DEFAULT_MENU_SHADER_FILE), "%s/shaders/Borders/Menu/border-only-ssnes.cg", usrDirPath);
snprintf(SYS_CONFIG_FILE, sizeof(SYS_CONFIG_FILE), "%s/ssnes.cfg", usrDirPath);
}
}

View File

@ -957,7 +957,7 @@ static void producesettingentry(menu * menu_obj, uint64_t switchvalue)
}
if(CTRL_START(state))
{
//ps3graphics_load_fragment_shader(DEFAULT_SHADER_FILE, 0);
gl_cg_load_shader(1, DEFAULT_SHADER_FILE);
}
break;
case SETTING_SHADER_2:
@ -971,7 +971,7 @@ static void producesettingentry(menu * menu_obj, uint64_t switchvalue)
}
if(CTRL_START(state))
{
//ps3graphics_load_fragment_shader(DEFAULT_SHADER_FILE, 1);
gl_cg_load_shader(2, DEFAULT_SHADER_FILE);
}
break;
case SETTING_FONT_SIZE:

View File

@ -1,48 +0,0 @@
/*
Author: Themaister
License: Public domain
*/
// Border shader. 1920x1080 border. :)
struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
float frame_count;
};
const float2 out_res = float2(1920.0, 1080.0); // Output target size.
void main_vertex
(
float4 position : POSITION,
out float4 oPosition : POSITION,
uniform float4x4 modelViewProj,
float4 color : COLOR,
out float4 oColor : COLOR,
float2 tex_border : TEXCOORD1,
out float2 otex_border : TEXCOORD1,
uniform input IN
)
{
oPosition = mul(modelViewProj, position);
oColor = color;
otex_border = tex_border;
}
float4 main_fragment (
float2 tex_border : TEXCOORD1,
uniform sampler2D bg : TEXUNIT0,
uniform input IN) : COLOR
{
float4 background = tex2D(bg, tex_border);
return background;
}