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https://github.com/CTCaer/RetroArch.git
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(PS3) Rely on custom border-only.cg file being in the common-shader
subrepo instead of overwriting it for every 'make pkg' operation
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parent
467023692f
commit
e48ec1ea20
@ -80,7 +80,6 @@ ifeq ($(DOWNLOAD_SHADERS),1)
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rm -rf ps3/pkg/USRDIR/shaders
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git clone git://github.com/twinaphex/common-shaders.git ps3/pkg/USRDIR/shaders
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endif
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cp ps3/override/border-only.cg ps3/pkg/USRDIR/shaders/Borders/Menu/
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$(MAKE_FSELF_NPDRM) $(PPU_TARGET) ps3/pkg/USRDIR/EBOOT.BIN
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$(MAKE_PACKAGE_NPDRM) ps3/pkg/package.conf ps3/pkg
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@ -258,7 +258,7 @@ static void get_path_settings(bool multiman_support)
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snprintf(BORDERS_DIR_PATH, sizeof(BORDERS_DIR_PATH), "%s/borders", usrDirPath);
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snprintf(SHADERS_DIR_PATH, sizeof(SHADERS_DIR_PATH), "%s/shaders", usrDirPath);
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snprintf(DEFAULT_SHADER_FILE, sizeof(DEFAULT_SHADER_FILE), "%s/shaders/stock.cg", usrDirPath);
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snprintf(DEFAULT_MENU_SHADER_FILE, sizeof(DEFAULT_MENU_SHADER_FILE), "%s/shaders/Borders/Menu/border-only.cg", usrDirPath);
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snprintf(DEFAULT_MENU_SHADER_FILE, sizeof(DEFAULT_MENU_SHADER_FILE), "%s/shaders/Borders/Menu/border-only-ssnes.cg", usrDirPath);
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snprintf(SYS_CONFIG_FILE, sizeof(SYS_CONFIG_FILE), "%s/ssnes.cfg", usrDirPath);
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}
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}
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@ -957,7 +957,7 @@ static void producesettingentry(menu * menu_obj, uint64_t switchvalue)
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}
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if(CTRL_START(state))
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{
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//ps3graphics_load_fragment_shader(DEFAULT_SHADER_FILE, 0);
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gl_cg_load_shader(1, DEFAULT_SHADER_FILE);
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}
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break;
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case SETTING_SHADER_2:
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@ -971,7 +971,7 @@ static void producesettingentry(menu * menu_obj, uint64_t switchvalue)
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}
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if(CTRL_START(state))
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{
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//ps3graphics_load_fragment_shader(DEFAULT_SHADER_FILE, 1);
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gl_cg_load_shader(2, DEFAULT_SHADER_FILE);
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}
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break;
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case SETTING_FONT_SIZE:
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@ -1,48 +0,0 @@
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/*
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Author: Themaister
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License: Public domain
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*/
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// Border shader. 1920x1080 border. :)
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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float frame_count;
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};
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const float2 out_res = float2(1920.0, 1080.0); // Output target size.
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void main_vertex
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(
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float4 position : POSITION,
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out float4 oPosition : POSITION,
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uniform float4x4 modelViewProj,
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float4 color : COLOR,
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out float4 oColor : COLOR,
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float2 tex_border : TEXCOORD1,
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out float2 otex_border : TEXCOORD1,
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uniform input IN
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otex_border = tex_border;
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}
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float4 main_fragment (
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float2 tex_border : TEXCOORD1,
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uniform sampler2D bg : TEXUNIT0,
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uniform input IN) : COLOR
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{
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float4 background = tex2D(bg, tex_border);
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return background;
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}
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