diff --git a/bin/resources/shaders/opengl/convert.glsl b/bin/resources/shaders/opengl/convert.glsl index c7dbf2938f..2f4b4716f5 100644 --- a/bin/resources/shaders/opengl/convert.glsl +++ b/bin/resources/shaders/opengl/convert.glsl @@ -271,7 +271,7 @@ void ps_convert_rgb5a1_8i() // 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 @@ -279,7 +279,7 @@ void ps_convert_rgb5a1_8i() uvec2 subcolumn = (pos & uvec2(0u, 1u)); column.x -= (column.x / 128u) * 64u; column.y += (column.y / 32u) * 32u; - + // Deal with swizzling differences if ((PSM & 0x8u) != 0u) // PSMCT16S { @@ -288,18 +288,18 @@ void ps_convert_rgb5a1_8i() column.y += 32u; // 4 columns high times 4 to get bottom 4 blocks column.x &= ~32u; } - + if ((pos.x & 64u) != 0u) { column.x -= 32u; } - + if (((pos.x & 16u) != 0u) != ((pos.y & 16u) != 0u)) { - column.x ^= 16u; + column.x ^= 16u; column.y ^= 8u; } - + if ((PSM & 0x30u) != 0u) // PSMZ16S - Untested but hopefully ok if anything uses it. { column.x ^= 32u; @@ -313,20 +313,20 @@ void ps_convert_rgb5a1_8i() column.y -= 16u; column.x += 32u; } - + if ((pos.x & 96u) != 0u) { uint multi = (pos.x & 96u) / 32u; column.y += 16u * multi; // 4 columns high times 4 to get bottom 4 blocks column.x -= (pos.x & 96u); } - + if (((pos.x & 16u) != 0u) != ((pos.y & 16u) != 0u)) { - column.x ^= 16u; + column.x ^= 16u; column.y ^= 8u; } - + if ((PSM & 0x30u) != 0u) // PSMZ16 - Untested but hopefully ok if anything uses it. { column.x ^= 32u; @@ -334,7 +334,7 @@ void ps_convert_rgb5a1_8i() } } 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; @@ -353,13 +353,13 @@ void ps_convert_rgb5a1_8i() 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; - + SV_Target0 = vec4(float(((green << 5) | red) & 0xFFu) / 255.0f); } else diff --git a/bin/resources/shaders/opengl/interlace.glsl b/bin/resources/shaders/opengl/interlace.glsl index 329e8c9673..b75c381ed1 100644 --- a/bin/resources/shaders/opengl/interlace.glsl +++ b/bin/resources/shaders/opengl/interlace.glsl @@ -181,10 +181,10 @@ void ps_main4() // compared to the new centre line and the high line (with some threshold of about 25 color steps), then reconstruct. vec3 mhln = hn.rgb - ln.rgb; vec3 mchn = hn.rgb - cn.rgb; - + mhln = max(mhln, -mhln) - motion_thr; mchn = max(mchn, -mchn) - motion_thr; - + float mhln_max = max(max(mhln.x, mhln.y), mhln.z); float mchn_max = max(max(mchn.x, mchn.y), mchn.z); diff --git a/bin/resources/shaders/opengl/present.glsl b/bin/resources/shaders/opengl/present.glsl index aad2a9eac7..da1e84247b 100644 --- a/bin/resources/shaders/opengl/present.glsl +++ b/bin/resources/shaders/opengl/present.glsl @@ -293,7 +293,7 @@ vec3 Bloom(vec2 pos) vec3 e = Horz5(pos, 2.0); float wa = BloomScan(pos,-2.0); - float wb = BloomScan(pos,-1.0); + float wb = BloomScan(pos,-1.0); float wc = BloomScan(pos, 0.0); float wd = BloomScan(pos, 1.0); float we = BloomScan(pos, 2.0); diff --git a/bin/resources/shaders/opengl/tfx_fs.glsl b/bin/resources/shaders/opengl/tfx_fs.glsl index a992078754..fa3ad3e3a2 100644 --- a/bin/resources/shaders/opengl/tfx_fs.glsl +++ b/bin/resources/shaders/opengl/tfx_fs.glsl @@ -331,8 +331,8 @@ uvec4 sample_4_index(vec4 uv) c.y = sample_c(uv.zy).a; c.z = sample_c(uv.xw).a; c.w = sample_c(uv.zw).a; - -#if PS_RTA_SRC_CORRECTION + +#if PS_RTA_SRC_CORRECTION uvec4 i = uvec4(round(c * 128.25f)); // Denormalize value #else uvec4 i = uvec4(c * 255.5f); // Denormalize value @@ -760,10 +760,10 @@ vec4 ps_color() T.b = float((denorm_c_before.g << 1) & 0xF8u); T.a = float(denorm_c_before.g & 0x80u); #endif - + T.a = ((T.a >= 127.5f) ? TA.y : ((PS_AEM == 0 || any(bvec3(ivec3(T.rgb) & ivec3(0xF8)))) ? TA.x : 0.0f)) * 255.0f; #endif - + vec4 C = tfx(T, PSin.c); fog(C, PSin.t_float.z); @@ -894,7 +894,7 @@ float As = As_rgba.a; RT.a = float(denorm_rt.g & 0x80u); #endif #endif - + // Let the compiler do its jobs ! #if PS_COLCLIP_HW == 1 vec3 Cd = trunc(RT.rgb * 65535.0f); @@ -1170,7 +1170,7 @@ void ps_main() #elif PS_READ16_SRC uvec4 denorm_c = uvec4(C); uvec2 denorm_TA = uvec2(vec2(TA.xy) * 255.0f + 0.5f); - + C.rb = vec2(float((denorm_c.r >> 3) | (((denorm_c.g >> 3) & 0x7u) << 5))); if (bool(denorm_c.a & 0x80u)) C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.y & 0x80u))); @@ -1213,7 +1213,7 @@ void ps_main() #else C.rgb = C.rgb / 255.0f; #endif - + // Alpha test with feedback #if (PS_AFAIL == AFAIL_FB_ONLY) && NEEDS_DEPTH && PS_ZWRITE if (!atst_pass) @@ -1221,7 +1221,7 @@ void ps_main() #elif (PS_AFAIL == AFAIL_ZB_ONLY) && NEEDS_RT if (!atst_pass) C = sample_from_rt(); - #elif (PS_AFAIL == AFAIL_RGB_ONLY) + #elif (PS_AFAIL == AFAIL_RGB_ONLY) if (!atst_pass) { #if NEEDS_RT diff --git a/bin/resources/shaders/vulkan/convert.glsl b/bin/resources/shaders/vulkan/convert.glsl index 3292ee3834..875025ca49 100644 --- a/bin/resources/shaders/vulkan/convert.glsl +++ b/bin/resources/shaders/vulkan/convert.glsl @@ -347,7 +347,7 @@ void ps_convert_rgb5a1_8i() // 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 @@ -355,7 +355,7 @@ void ps_convert_rgb5a1_8i() uvec2 subcolumn = (pos & uvec2(0u, 1u)); column.x -= (column.x / 128u) * 64u; column.y += (column.y / 32u) * 32u; - + // Deal with swizzling differences if ((PSM & 0x8u) != 0u) // PSMCT16S { @@ -364,18 +364,18 @@ void ps_convert_rgb5a1_8i() column.y += 32u; // 4 columns high times 4 to get bottom 4 blocks column.x &= ~32u; } - + if ((pos.x & 64u) != 0u) { column.x -= 32u; } - + if (((pos.x & 16u) != 0u) != ((pos.y & 16u) != 0u)) { - column.x ^= 16u; + column.x ^= 16u; column.y ^= 8u; } - + if ((PSM & 0x30u) != 0u) // PSMZ16S - Untested but hopefully ok if anything uses it. { column.x ^= 32u; @@ -389,20 +389,20 @@ void ps_convert_rgb5a1_8i() column.y -= 16u; column.x += 32u; } - + if ((pos.x & 96u) != 0u) { uint multi = (pos.x & 96u) / 32u; column.y += 16u * multi; // 4 columns high times 4 to get bottom 4 blocks column.x -= (pos.x & 96u); } - + if (((pos.x & 16u) != 0u) != ((pos.y & 16u) != 0u)) { - column.x ^= 16u; + column.x ^= 16u; column.y ^= 8u; } - + if ((PSM & 0x30u) != 0u) // PSMZ16 - Untested but hopefully ok if anything uses it. { column.x ^= 32u; @@ -410,7 +410,7 @@ void ps_convert_rgb5a1_8i() } } 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; @@ -429,13 +429,13 @@ void ps_convert_rgb5a1_8i() coord *= uvec2(ScaleFactor); vec4 pixel = texelFetch(samp0, 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; - + o_col0 = vec4(float(((green << 5) | red) & 0xFFu) / 255.0f); } else diff --git a/bin/resources/shaders/vulkan/interlace.glsl b/bin/resources/shaders/vulkan/interlace.glsl index 7fada81332..4cb13d0771 100644 --- a/bin/resources/shaders/vulkan/interlace.glsl +++ b/bin/resources/shaders/vulkan/interlace.glsl @@ -202,10 +202,10 @@ void ps_main4() // compared to the new centre line and the high line (with some threshold of about 25 color steps), then reconstruct. vec3 mhln = hn.rgb - ln.rgb; vec3 mchn = hn.rgb - cn.rgb; - + mhln = max(mhln, -mhln) - motion_thr; mchn = max(mchn, -mchn) - motion_thr; - + float mhln_max = max(max(mhln.x, mhln.y), mhln.z); float mchn_max = max(max(mchn.x, mchn.y), mchn.z); diff --git a/bin/resources/shaders/vulkan/present.glsl b/bin/resources/shaders/vulkan/present.glsl index 2aa4b3c7c4..78e2f2777d 100644 --- a/bin/resources/shaders/vulkan/present.glsl +++ b/bin/resources/shaders/vulkan/present.glsl @@ -264,7 +264,7 @@ vec3 Bloom(vec2 pos) vec3 e = Horz5(pos, 2.0); float wa = BloomScan(pos,-2.0); - float wb = BloomScan(pos,-1.0); + float wb = BloomScan(pos,-1.0); float wc = BloomScan(pos, 0.0); float wd = BloomScan(pos, 1.0); float we = BloomScan(pos, 2.0); diff --git a/bin/resources/shaders/vulkan/tfx.glsl b/bin/resources/shaders/vulkan/tfx.glsl index f024b8c150..f0af73f77d 100644 --- a/bin/resources/shaders/vulkan/tfx.glsl +++ b/bin/resources/shaders/vulkan/tfx.glsl @@ -165,7 +165,7 @@ void main() vtx = load_vertex(vid >> 2); - vtx.p.x += ((vid & 1u) != 0u) ? PointSize.x : 0.0f; + 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 @@ -175,7 +175,7 @@ void main() 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); @@ -575,7 +575,7 @@ uvec4 sample_4_index(vec4 uv) c.w = sample_c(uv.zw).a; // Denormalize value - + #if PS_RTA_SRC_CORRECTION uvec4 i = uvec4(round(c * 128.25f)); #else @@ -1010,10 +1010,10 @@ vec4 ps_color() T.b = float((denorm_c_before.g << 1) & 0xF8u); T.a = float(denorm_c_before.g & 0x80u); #endif - + T.a = ((T.a >= 127.5f) ? TA.y : ((PS_AEM == 0 || any(bvec3(ivec3(T.rgb) & ivec3(0xF8)))) ? TA.x : 0.0f)) * 255.0f; #endif - + vec4 C = tfx(T, vsIn.c); C = fog(C, vsIn.t.z); @@ -1045,7 +1045,7 @@ void ps_dither(inout vec3 C, float As) #endif float value = DitherMatrix[fpos.y & 3][fpos.x & 3]; - + // The idea here is we add on the dither amount adjusted by the alpha before it goes to the hw blend // so after the alpha blend the resulting value should be the same as (Cs - Cd) * As + Cd + Dither. #if PS_DITHER_ADJUST @@ -1057,7 +1057,7 @@ void ps_dither(inout vec3 C, float As) value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f; #endif - + #if PS_ROUND_INV C -= value; #else @@ -1131,7 +1131,7 @@ void ps_blend(inout vec4 Color, inout vec4 As_rgba) #else float Ad = trunc(RT.a * 255.0f + 0.1f) / 128.0f; #endif - + #if PS_SHUFFLE && PS_FEEDBACK_LOOP_IS_NEEDED_RT uvec4 denorm_rt = uvec4(RT); #if (PS_PROCESS_BA & SHUFFLE_WRITE) @@ -1472,7 +1472,7 @@ void main() #elif (PS_AFAIL == AFAIL_ZB_ONLY) && PS_FEEDBACK_LOOP_IS_NEEDED_RT if (!atst_pass) o_col0 = sample_from_rt(); - #elif (PS_AFAIL == AFAIL_RGB_ONLY) + #elif (PS_AFAIL == AFAIL_RGB_ONLY) if (!atst_pass) { #if PS_FEEDBACK_LOOP_IS_NEEDED_RT @@ -1488,7 +1488,7 @@ void main() #if PS_ZCLAMP input_z = min(input_z, MaxDepthPS); #endif - + #if PS_ZWRITE gl_FragDepth = input_z; #endif