mirror of
https://github.com/PCSX2/pcsx2.git
synced 2026-10-12 02:08:45 +00:00
1412 lines
36 KiB
GLSL
1412 lines
36 KiB
GLSL
// SPDX-FileCopyrightText: 2002-2026 PCSX2 Dev Team
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// SPDX-License-Identifier: GPL-3.0+
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//#version 420 // Keep it for text editor detection
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#define FMT_32 0
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#define FMT_24 1
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#define FMT_16 2
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#define SHUFFLE_READ 1
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#define SHUFFLE_WRITE 2
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#define SHUFFLE_READWRITE 3
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#ifndef ZTST_GEQUAL
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#define ZTST_GEQUAL 2
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#define ZTST_GREATER 3
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#endif
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#ifndef AFAIL_KEEP
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#define AFAIL_KEEP 0
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#define AFAIL_FB_ONLY 1
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#define AFAIL_ZB_ONLY 2
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#define AFAIL_RGB_ONLY 3
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#define AFAIL_RGB_ONLY_DSB 4
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#define AFAIL_RGB_ONLY_SW_Z 5
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#endif
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#ifndef PS_ATST_NONE
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#define PS_ATST_NONE 0
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#define PS_ATST_LEQUAL 1
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#define PS_ATST_GEQUAL 2
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#define PS_ATST_EQUAL 3
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#define PS_ATST_NOTEQUAL 4
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#endif
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#ifndef PS_AA1_NONE
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#define PS_AA1_NONE 0
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#define PS_AA1_LINE 1
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#define PS_AA1_TRIANGLE 2
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#define PS_AA1_TRIANGLE_SW_Z 3
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#endif
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// TEX_COORD_DEBUG output the uv coordinate as color. It is useful
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// to detect bad sampling due to upscaling
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//#define TEX_COORD_DEBUG
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// Just copy directly the texture coordinate
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#ifdef TEX_COORD_DEBUG
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#define PS_TFX 1
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#define PS_TCC 1
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#endif
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#define SW_BLEND (PS_BLEND_A || PS_BLEND_B || PS_BLEND_D)
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#define SW_BLEND_NEEDS_RT (SW_BLEND && (PS_BLEND_A == 1 || PS_BLEND_B == 1 || PS_BLEND_C == 1 || PS_BLEND_D == 1))
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#define SW_AD_TO_HW (PS_BLEND_C == 1 && PS_A_MASKED)
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#define PS_PRIMID_INIT (PS_DATE == 1 || PS_DATE == 2)
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#define NEEDS_RT_EARLY (PS_TEX_IS_FB == 1 || PS_DATE >= 5)
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#define NEEDS_RT_FOR_AFAIL (PS_AFAIL == PS_ZB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
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#define NEEDS_DEPTH_FOR_AFAIL (PS_AFAIL == AFAIL_FB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
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#define NEEDS_DEPTH_FOR_ZTST (PS_ZTST == ZTST_GEQUAL || PS_ZTST == ZTST_GREATER)
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#define NEEDS_DEPTH_FOR_AA1 (PS_AA1 == PS_AA1_TRIANGLE_SW_Z)
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#define NEEDS_RT (NEEDS_RT_EARLY || NEEDS_RT_FOR_AFAIL || (!PS_PRIMID_INIT && (PS_FBMASK || SW_BLEND_NEEDS_RT || SW_AD_TO_HW)) || PS_COLOR_FEEDBACK)
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#define NEEDS_TEX (PS_TFX != 4)
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#define SW_DEPTH (NEEDS_DEPTH_FOR_AFAIL || NEEDS_DEPTH_FOR_ZTST || NEEDS_DEPTH_FOR_AA1)
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#define ZWRITE (SW_DEPTH || PS_ZCLAMP || PS_ZFLOOR)
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layout(std140, binding = 0) uniform cb21
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{
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vec3 FogColor;
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float AREF;
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vec4 WH;
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vec2 TA;
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float MaxDepthPS;
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float Af;
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uvec4 FbMask;
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vec4 HalfTexel;
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vec4 MinMax;
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vec4 LODParams;
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vec4 STRange;
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ivec4 ChannelShuffle;
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vec2 ChannelShuffleOffset;
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vec2 TC_OffsetHack;
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vec2 STScale;
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mat4 DitherMatrix;
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float ScaledScaleFactor;
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float RcpScaleFactor;
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};
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in SHADER
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{
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vec4 t_float;
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vec4 t_int;
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#if PS_IIP != 0
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vec4 c;
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#else
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flat vec4 c;
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#endif
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float inv_cov; // We use the inverse to make it simpler to interpolate.
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flat uint interior; // 1 for triangle interior; 0 for edge;
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} PSin;
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#define TARGET_0_QUALIFIER out
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// Only enable framebuffer fetch when we actually need it.
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#if HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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// We need to force the colour to be defined here, to read from it.
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// Basically the only scenario where this'll happen is RGBA masked and DATE is active.
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#undef PS_NO_COLOR
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#define PS_NO_COLOR 0
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#if defined(GL_EXT_shader_framebuffer_fetch)
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#undef TARGET_0_QUALIFIER
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#define TARGET_0_QUALIFIER inout
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#define LAST_FRAG_COLOR SV_Target0
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#elif defined(GL_ARM_shader_framebuffer_fetch)
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#define LAST_FRAG_COLOR gl_LastFragColorARM
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#endif
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#endif
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#if !PS_NO_COLOR && !PS_NO_COLOR1
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// Same buffer but 2 colors for dual source blending
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layout(location = 0, index = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
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layout(location = 0, index = 1) out vec4 SV_Target1;
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#elif !PS_NO_COLOR
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layout(location = 0) TARGET_0_QUALIFIER vec4 SV_Target0;
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#endif
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// Depth feedback mode 2 is for depth as color.
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// Use FB fetch for the feedback if it's available.
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#if SW_DEPTH && PS_NO_COLOR1 && (DEPTH_FEEDBACK_SUPPORT == 2)
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#if HAS_FRAMEBUFFER_FETCH
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layout(location = 1) inout float SV_Target1;
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#else
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layout(location = 1) out float SV_Target1;
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#endif
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#endif
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#if NEEDS_TEX
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layout(binding = 0) uniform sampler2D TextureSampler;
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layout(binding = 1) uniform sampler2D PaletteSampler;
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#endif
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#if !HAS_FRAMEBUFFER_FETCH && NEEDS_RT
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layout(binding = 2) uniform sampler2D RtSampler; // note 2 already use by the image below
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#endif
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#if PS_DATE == 3
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layout(binding = 3) uniform sampler2D img_prim_min;
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#endif
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// Depth feedback mode 1 binds depth buffer directly as a texture.
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// Depth feedback mode 2 (depth as color) can use FB fetch for the feedback,
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// in which case we don't need to explicitly bind depth as a texture.
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#if (DEPTH_FEEDBACK_SUPPORT == 1 || (DEPTH_FEEDBACK_SUPPORT == 2 && !HAS_FRAMEBUFFER_FETCH)) && SW_DEPTH
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layout(binding = 4) uniform sampler2D DepthSampler;
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#endif
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#if ZWRITE && PS_HAS_CONSERVATIVE_DEPTH && !SW_DEPTH
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layout(depth_less) out float gl_FragDepth;
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#endif
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vec4 sample_from_rt()
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{
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#if !NEEDS_RT
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return vec4(0.0);
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#elif HAS_FRAMEBUFFER_FETCH
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return LAST_FRAG_COLOR;
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#else
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return texelFetch(RtSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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}
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vec4 sample_from_depth()
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{
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#if !SW_DEPTH
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return vec4(0.0);
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#elif HAS_FRAMEBUFFER_FETCH && (DEPTH_FEEDBACK_SUPPORT == 2)
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return SV_Target1;
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#else
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return texelFetch(DepthSampler, ivec2(gl_FragCoord.xy), 0);
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#endif
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}
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#if NEEDS_TEX
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#if (PS_AUTOMATIC_LOD != 1) && (PS_MANUAL_LOD == 1)
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float manual_lod(float uv_w)
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{
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// FIXME add LOD: K - ( LOG2(Q) * (1 << L))
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float K = LODParams.x;
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float L = LODParams.y;
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float bias = LODParams.z;
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float max_lod = LODParams.w;
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float gs_lod = K - log2(abs(uv_w)) * L;
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// FIXME max useful ?
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//return max(min(gs_lod, max_lod) - bias, 0.0f);
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return min(gs_lod, max_lod) - bias;
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}
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#endif
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#if PS_ANISOTROPIC_FILTERING > 1
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vec4 sample_c_af(vec2 uv, float uv_w)
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{
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// Below taken from https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#7.18.11%20LOD%20Calculations
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// With guidance from https://pema.dev/2025/05/09/mipmaps-too-much-detail/
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vec2 sz = textureSize(TextureSampler, 0);
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vec2 dX = dFdx(uv) * sz;
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vec2 dY = dFdy(uv) * sz;
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// Calculate Ellipse Transform
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bool d_zero = length(dX) == 0 || length(dY) == 0;
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bool d_par = (dX.x * dY.y - dY.x * dX.y) == 0;
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bool d_per = dot(dX, dY) == 0;
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bool d_inf_nan = any(isinf(dX)) || any(isinf(dY)) || any(isnan(dX)) || any(isnan(dY));
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if (!(d_zero || d_par || d_per || d_inf_nan))
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{
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float A = dX.y * dX.y + dY.y * dY.y;
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float B = -2 * (dX.x * dX.y + dY.x * dY.y);
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float C = dX.x * dX.x + dY.x * dY.x;
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float f = (dX.x * dY.y - dY.x * dX.y);
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float F = f * f;
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float p = A - C;
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float q = A + C;
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float t = sqrt(p * p + B * B);
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vec2 new_dX = vec2(
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sqrt(F * (t + p) / (t * (q + t))),
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sqrt(F * (t - p) / (t * (q + t))) * sign(B)
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);
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vec2 new_dY = vec2(
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sqrt(F * (t - p) / (t * (q - t))) * -sign(B),
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sqrt(F * (t + p) / (t * (q - t)))
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);
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d_inf_nan = any(isinf(new_dX)) || any(isinf(new_dY)) || any(isnan(new_dX)) || any(isnan(new_dY));
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if (!d_inf_nan)
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{
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dX = new_dX;
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dY = new_dY;
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}
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}
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// Compute AF values
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float squared_length_x = dX.x * dX.x + dX.y * dX.y;
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float squared_length_y = dY.x * dY.x + dY.y * dY.y;
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float determinant = abs(dX.x * dY.y - dX.y * dY.x);
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bool is_major_x = squared_length_x > squared_length_y;
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float squared_length_major = is_major_x ? squared_length_x : squared_length_y;
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float length_major = sqrt(squared_length_major);
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float aniso_ratio;
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float length_lod;
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vec2 aniso_line;
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if (length_major <= 1.0f)
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{
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// A zero length_major would result in NaN Lod and break sampling.
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// A small length_major would result in aniso_ratio getting clamped to 1.
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// Perform isotropic filtering instead.
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aniso_ratio = 1.0f;
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length_lod = length_major;
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aniso_line = vec2(0, 0);
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}
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else
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{
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float norm_major = 1.0f / length_major;
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vec2 aniso_line_dir = vec2(
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(is_major_x ? dX.x : dY.x) * norm_major,
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(is_major_x ? dX.y : dY.y) * norm_major
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);
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aniso_ratio = squared_length_major / determinant;
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// Calculate the minor length of the ellipse for Lod, while also clamping the ratio of anisotropy.
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if (aniso_ratio > PS_ANISOTROPIC_FILTERING)
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{
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// ratio is clamped - Lod is based on ratio (preserves area)
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aniso_ratio = PS_ANISOTROPIC_FILTERING;
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length_lod = length_major / PS_ANISOTROPIC_FILTERING;
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}
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else
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{
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// ratio not clamped - Lod is based on area
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length_lod = determinant / length_major;
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}
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// clamp to top Lod
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if (length_lod < 1.0f)
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aniso_ratio = max(1.0f, aniso_ratio * length_lod);
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aniso_ratio = round(aniso_ratio);
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aniso_line = aniso_line_dir * 0.5f * length_major * (1.0f / sz);
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}
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#if PS_AUTOMATIC_LOD == 1
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float lod = log2(length_lod);
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#elif PS_MANUAL_LOD == 1
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float lod = manual_lod(uv_w);
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#else
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float lod = 0; // No Lod
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#endif
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vec4 colour;
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if (aniso_ratio == 1.0f)
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colour = textureLod(TextureSampler, uv, lod);
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else
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{
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vec4 num = vec4(0, 0, 0, 0);
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for (int i = 0; i < aniso_ratio; i++)
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{
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vec2 d = -aniso_line + (0.5f + i) * (2.0f * aniso_line) / aniso_ratio;
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vec2 uv_sample = uv + d;
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vec4 sample_colour = textureLod(TextureSampler, uv_sample, lod);
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num += sample_colour;
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}
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colour = num / aniso_ratio;
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}
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return colour;
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}
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#endif
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vec4 sample_c(vec2 uv)
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{
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#if PS_TEX_IS_FB == 1
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return sample_from_rt();
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#elif PS_REGION_RECT
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return texelFetch(TextureSampler, ivec2(uv), 0);
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#else
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#if !PS_ADJS && !PS_ADJT
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uv *= STScale;
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#else
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#if PS_ADJS
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uv.x = (uv.x - STRange.x) * STRange.z;
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#else
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uv.x = uv.x * STScale.x;
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#endif
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#if PS_ADJT
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uv.y = (uv.y - STRange.y) * STRange.w;
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#else
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uv.y = uv.y * STScale.y;
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#endif
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#endif
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#if PS_ANISOTROPIC_FILTERING > 1
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return sample_c_af(uv, PSin.t_float.w);
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#elif PS_AUTOMATIC_LOD == 1
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return texture(TextureSampler, uv);
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#elif PS_MANUAL_LOD == 1
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return textureLod(TextureSampler, uv, manual_lod(PSin.t_float.w));
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#else
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return textureLod(TextureSampler, uv, 0.0f); // No lod
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#endif
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#endif
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}
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vec4 sample_p(uint idx)
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{
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return texelFetch(PaletteSampler, ivec2(int(idx), 0), 0);
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}
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vec4 sample_p_norm(float u)
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{
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return sample_p(uint(u * 255.5f));
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}
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vec4 clamp_wrap_uv(vec4 uv)
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{
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vec4 uv_out = uv;
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vec4 tex_size = WH.xyxy;
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#if PS_WMS == PS_WMT
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#if PS_REGION_RECT == 1 && PS_WMS == 0
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uv_out = fract(uv);
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#elif PS_REGION_RECT == 1 && PS_WMS == 1
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uv_out = clamp(uv, vec4(0.0f), vec4(1.0f));
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#elif PS_WMS == 2
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uv_out = clamp(uv, MinMax.xyxy, MinMax.zwzw);
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#elif PS_WMS == 3
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#if PS_FST == 0
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// wrap negative uv coords to avoid an off by one error that shifted
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// textures. Fixes Xenosaga's hair issue.
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uv = fract(uv);
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#endif
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uv_out = vec4((uvec4(uv * tex_size) & floatBitsToUint(MinMax.xyxy)) | floatBitsToUint(MinMax.zwzw)) / tex_size;
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#endif
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#else // PS_WMS != PS_WMT
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#if PS_REGION_RECT == 1 && PS_WMS == 0
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uv.xz = fract(uv.xz);
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#elif PS_REGION_RECT == 1 && PS_WMS == 1
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uv.xz = clamp(uv.xz, vec2(0.0f), vec2(1.0f));
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#elif PS_WMS == 2
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uv_out.xz = clamp(uv.xz, MinMax.xx, MinMax.zz);
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#elif PS_WMS == 3
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#if PS_FST == 0
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uv.xz = fract(uv.xz);
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#endif
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uv_out.xz = vec2((uvec2(uv.xz * tex_size.xx) & floatBitsToUint(MinMax.xx)) | floatBitsToUint(MinMax.zz)) / tex_size.xx;
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#endif
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#if PS_REGION_RECT == 1 && PS_WMT == 0
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uv_out.yw = fract(uv.yw);
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#elif PS_REGION_RECT == 1 && PS_WMT == 1
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uv_out.yw = clamp(uv.yw, vec2(0.0f), vec2(1.0f));
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#elif PS_WMT == 2
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uv_out.yw = clamp(uv.yw, MinMax.yy, MinMax.ww);
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#elif PS_WMT == 3
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#if PS_FST == 0
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uv.yw = fract(uv.yw);
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#endif
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uv_out.yw = vec2((uvec2(uv.yw * tex_size.yy) & floatBitsToUint(MinMax.yy)) | floatBitsToUint(MinMax.ww)) / tex_size.yy;
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#endif
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#endif
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#if PS_REGION_RECT == 1
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// Normalized -> Integer Coordinates.
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uv_out = clamp(uv_out * WH.zwzw + STRange.xyxy, STRange.xyxy, STRange.zwzw);
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#endif
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return uv_out;
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}
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mat4 sample_4c(vec4 uv)
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{
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mat4 c;
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// Note: texture gather can't be used because of special clamping/wrapping
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// Also it doesn't support lod
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c[0] = sample_c(uv.xy);
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c[1] = sample_c(uv.zy);
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c[2] = sample_c(uv.xw);
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c[3] = sample_c(uv.zw);
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return c;
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}
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uvec4 sample_4_index(vec4 uv)
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{
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vec4 c;
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// Either GS will send a texture that contains a single channel
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// in this case the red channel is remapped as alpha channel
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//
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// Or we have an old RT (ie RGBA8) that contains index (4/8) in the alpha channel
|
|
|
|
// Note: texture gather can't be used because of special clamping/wrapping
|
|
// Also it doesn't support lod
|
|
c.x = sample_c(uv.xy).a;
|
|
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
|
|
uvec4 i = uvec4(round(c * 128.25f)); // Denormalize value
|
|
#else
|
|
uvec4 i = uvec4(c * 255.5f); // Denormalize value
|
|
#endif
|
|
|
|
#if PS_PAL_FMT == 1
|
|
// 4HL
|
|
return i & 0xFu;
|
|
#elif PS_PAL_FMT == 2
|
|
// 4HH
|
|
return i >> 4u;
|
|
#else
|
|
// 8
|
|
return i;
|
|
#endif
|
|
|
|
}
|
|
|
|
mat4 sample_4p(uvec4 u)
|
|
{
|
|
mat4 c;
|
|
|
|
c[0] = sample_p(u.x);
|
|
c[1] = sample_p(u.y);
|
|
c[2] = sample_p(u.z);
|
|
c[3] = sample_p(u.w);
|
|
|
|
return c;
|
|
}
|
|
|
|
uint fetch_raw_depth()
|
|
{
|
|
float multiplier = exp2(32.0f);
|
|
|
|
#if PS_TEX_IS_FB == 1
|
|
return uint(sample_from_rt().r * multiplier);
|
|
#else
|
|
return uint(texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0).r * multiplier);
|
|
#endif
|
|
}
|
|
|
|
vec4 fetch_raw_color()
|
|
{
|
|
#if PS_TEX_IS_FB == 1
|
|
return sample_from_rt();
|
|
#else
|
|
return texelFetch(TextureSampler, ivec2(gl_FragCoord.xy + ChannelShuffleOffset), 0);
|
|
#endif
|
|
}
|
|
|
|
vec4 fetch_c(ivec2 uv)
|
|
{
|
|
#if PS_TEX_IS_FB == 1
|
|
return sample_from_rt();
|
|
#else
|
|
return texelFetch(TextureSampler, ivec2(uv), 0);
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Depth sampling
|
|
//////////////////////////////////////////////////////////////////////
|
|
ivec2 clamp_wrap_uv_depth(ivec2 uv)
|
|
{
|
|
ivec2 uv_out = uv;
|
|
|
|
// Keep the full precision
|
|
// It allow to multiply the ScalingFactor before the 1/16 coeff
|
|
ivec4 mask = floatBitsToInt(MinMax) << 4;
|
|
|
|
#if PS_WMS == PS_WMT
|
|
|
|
#if PS_WMS == 2
|
|
uv_out = clamp(uv, mask.xy, mask.zw);
|
|
#elif PS_WMS == 3
|
|
uv_out = (uv & mask.xy) | mask.zw;
|
|
#endif
|
|
|
|
#else // PS_WMS != PS_WMT
|
|
|
|
#if PS_WMS == 2
|
|
uv_out.x = clamp(uv.x, mask.x, mask.z);
|
|
#elif PS_WMS == 3
|
|
uv_out.x = (uv.x & mask.x) | mask.z;
|
|
#endif
|
|
|
|
#if PS_WMT == 2
|
|
uv_out.y = clamp(uv.y, mask.y, mask.w);
|
|
#elif PS_WMT == 3
|
|
uv_out.y = (uv.y & mask.y) | mask.w;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
return uv_out;
|
|
}
|
|
|
|
vec4 sample_depth(vec2 st)
|
|
{
|
|
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScaledScaleFactor);
|
|
|
|
#if PS_REGION_RECT == 1
|
|
uv_f = clamp(uv_f + STRange.xy, STRange.xy, STRange.zw);
|
|
#endif
|
|
|
|
ivec2 uv = ivec2(uv_f);
|
|
vec4 t = vec4(0.0f);
|
|
|
|
#if PS_TALES_OF_ABYSS_HLE == 1
|
|
// Warning: UV can't be used in channel effect
|
|
uint depth = fetch_raw_depth();
|
|
|
|
// Convert msb based on the palette
|
|
t = texelFetch(PaletteSampler, ivec2((depth >> 8u) & 0xFFu, 0), 0) * 255.0f;
|
|
|
|
#elif PS_URBAN_CHAOS_HLE == 1
|
|
// Depth buffer is read as a RGB5A1 texture. The game try to extract the green channel.
|
|
// So it will do a first channel trick to extract lsb, value is right-shifted.
|
|
// Then a new channel trick to extract msb which will shifted to the left.
|
|
// OpenGL uses a FLOAT32 format for the depth so it requires a couple of conversion.
|
|
// To be faster both steps (msb&lsb) are done in a single pass.
|
|
|
|
// Warning: UV can't be used in channel effect
|
|
uint depth = fetch_raw_depth();
|
|
|
|
// Convert lsb based on the palette
|
|
t = texelFetch(PaletteSampler, ivec2((depth & 0xFFu), 0), 0) * 255.0f;
|
|
|
|
// Msb is easier
|
|
float green = float((depth >> 8u) & 0xFFu) * 36.0f;
|
|
green = min(green, 255.0f);
|
|
|
|
t.g += green;
|
|
|
|
|
|
#elif PS_DEPTH_FMT == 1
|
|
// Based on ps_convert_float32_rgba8 of convert
|
|
// Convert a GL_FLOAT32 depth texture into a RGBA color texture
|
|
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
|
t = vec4(uvec4((d & 0xFFu), ((d >> 8) & 0xFFu), ((d >> 16) & 0xFFu), (d >> 24)));
|
|
|
|
#elif PS_DEPTH_FMT == 2
|
|
// Based on ps_convert_float16_rgb5a1 of convert
|
|
// Convert a GL_FLOAT32 (only 16 lsb) depth into a RGB5A1 color texture
|
|
uint d = uint(fetch_c(uv).r * exp2(32.0f));
|
|
t = vec4(uvec4((d & 0x1Fu), ((d >> 5) & 0x1Fu), ((d >> 10) & 0x1Fu), (d >> 15) & 0x01u)) * vec4(8.0f, 8.0f, 8.0f, 128.0f);
|
|
|
|
#elif PS_DEPTH_FMT == 3
|
|
// Convert a RGBA/RGB5A1 color texture into a RGBA/RGB5A1 color texture
|
|
t = fetch_c(uv) * 255.0f;
|
|
|
|
#endif
|
|
|
|
// warning t ranges from 0 to 255
|
|
#if (PS_AEM_FMT == FMT_24)
|
|
t.a = ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
|
|
#elif (PS_AEM_FMT == FMT_16)
|
|
t.a = t.a >= 128.0f ? 255.0f * TA.y : ( (PS_AEM == 0) || any(bvec3(t.rgb)) ) ? 255.0f * TA.x : 0.0f;
|
|
#elif PS_PAL_FMT != 0 && !PS_TALES_OF_ABYSS_HLE && !PS_URBAN_CHAOS_HLE
|
|
t = trunc(sample_4p(uvec4(t.aaaa))[0] * 255.0f + 0.05f);
|
|
#endif
|
|
|
|
return t;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Fetch a Single Channel
|
|
//////////////////////////////////////////////////////////////////////
|
|
vec4 fetch_red()
|
|
{
|
|
#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
|
|
uint depth = (fetch_raw_depth()) & 0xFFu;
|
|
vec4 rt = vec4(depth) / 255.0f;
|
|
#else
|
|
vec4 rt = fetch_raw_color();
|
|
#endif
|
|
return sample_p_norm(rt.r) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_green()
|
|
{
|
|
#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
|
|
uint depth = (fetch_raw_depth() >> 8u) & 0xFFu;
|
|
vec4 rt = vec4(depth) / 255.0f;
|
|
#else
|
|
vec4 rt = fetch_raw_color();
|
|
#endif
|
|
return sample_p_norm(rt.g) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_blue()
|
|
{
|
|
#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
|
|
uint depth = (fetch_raw_depth() >> 16u) & 0xFFu;
|
|
vec4 rt = vec4(depth) / 255.0f;
|
|
#else
|
|
vec4 rt = fetch_raw_color();
|
|
#endif
|
|
return sample_p_norm(rt.b) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_alpha()
|
|
{
|
|
vec4 rt = fetch_raw_color();
|
|
return sample_p_norm(rt.a) * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_rgb()
|
|
{
|
|
vec4 rt = fetch_raw_color();
|
|
vec4 c = vec4(sample_p_norm(rt.r).r, sample_p_norm(rt.g).g, sample_p_norm(rt.b).b, 1.0f);
|
|
return c * 255.0f;
|
|
}
|
|
|
|
vec4 fetch_gXbY()
|
|
{
|
|
#if PS_DEPTH_FMT == 1 || PS_DEPTH_FMT == 2
|
|
uint depth = fetch_raw_depth();
|
|
uint bg = (depth >> (8u + uint(ChannelShuffle.w))) & 0xFFu;
|
|
return vec4(bg);
|
|
#else
|
|
ivec4 rt = ivec4(fetch_raw_color() * 255.0f);
|
|
int green = (rt.g >> ChannelShuffle.w) & ChannelShuffle.z;
|
|
int blue = (rt.b << ChannelShuffle.y) & ChannelShuffle.x;
|
|
return vec4(green | blue);
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
vec4 sample_color(vec2 st)
|
|
{
|
|
#if (PS_TCOFFSETHACK == 1)
|
|
st += TC_OffsetHack.xy;
|
|
#endif
|
|
|
|
vec4 t;
|
|
mat4 c;
|
|
vec2 dd;
|
|
|
|
// FIXME I'm not sure this condition is useful (I think code will be optimized)
|
|
#if (PS_LTF == 0 && PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_REGION_RECT == 0 && PS_WMS < 2 && PS_WMT < 2)
|
|
// No software LTF and pure 32 bits RGBA texure without special texture wrapping
|
|
c[0] = sample_c(st);
|
|
#ifdef TEX_COORD_DEBUG
|
|
c[0].rg = st.xy;
|
|
#endif
|
|
|
|
#else
|
|
vec4 uv;
|
|
|
|
if(PS_LTF != 0)
|
|
{
|
|
uv = st.xyxy + HalfTexel;
|
|
dd = fract(uv.xy * WH.zw);
|
|
#if (PS_FST == 0)
|
|
// Background in Shin Megami Tensei Lucifers
|
|
// I suspect that uv isn't a standard number, so fract is outside of the [0;1] range
|
|
// Note: it is free on GPU but let's do it only for float coordinate
|
|
dd = clamp(dd, vec2(0.0f), vec2(1.0f));
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
uv = st.xyxy;
|
|
}
|
|
|
|
uv = clamp_wrap_uv(uv);
|
|
|
|
#if PS_PAL_FMT != 0
|
|
c = sample_4p(sample_4_index(uv));
|
|
#else
|
|
c = sample_4c(uv);
|
|
#endif
|
|
|
|
#ifdef TEX_COORD_DEBUG
|
|
c[0].rg = uv.xy;
|
|
c[1].rg = uv.xy;
|
|
c[2].rg = uv.xy;
|
|
c[3].rg = uv.xy;
|
|
#endif
|
|
|
|
#endif
|
|
|
|
// PERF note: using dot product reduces by 1 the number of instruction
|
|
// but I'm not sure it is equivalent neither faster.
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
//float sum = dot(c[i].rgb, vec3(1.0f));
|
|
#if (PS_AEM_FMT == FMT_24)
|
|
c[i].a = ( (PS_AEM == 0) || any(bvec3(c[i].rgb)) ) ? TA.x : 0.0f;
|
|
//c[i].a = ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
|
|
#elif (PS_AEM_FMT == FMT_16)
|
|
c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || any(bvec3(ivec3(c[i].rgb * 255.0f) & ivec3(0xF8))) ) ? TA.x : 0.0f;
|
|
//c[i].a = c[i].a >= 0.5 ? TA.y : ( (PS_AEM == 0) || (sum > 0.0f) ) ? TA.x : 0.0f;
|
|
#endif
|
|
}
|
|
|
|
#if(PS_LTF != 0)
|
|
t = mix(mix(c[0], c[1], dd.x), mix(c[2], c[3], dd.x), dd.y);
|
|
#else
|
|
t = c[0];
|
|
#endif
|
|
|
|
#if PS_AEM_FMT == FMT_32 && PS_PAL_FMT == 0 && PS_RTA_SRC_CORRECTION
|
|
t.a = t.a * (128.5f / 255.0f);
|
|
#endif
|
|
|
|
// The 0.05f helps to fix the overbloom of sotc
|
|
// I think the issue is related to the rounding of texture coodinate. The linear (from fixed unit)
|
|
// interpolation could be slightly below the correct one.
|
|
return trunc(t * 255.0f + 0.05f);
|
|
}
|
|
|
|
#endif // NEEDS_TEX
|
|
|
|
vec4 tfx(vec4 T, vec4 C)
|
|
{
|
|
vec4 C_out;
|
|
vec4 FxT = trunc((C * T) / 128.0f);
|
|
|
|
#if (PS_TFX == 0)
|
|
C_out = FxT;
|
|
#elif (PS_TFX == 1)
|
|
C_out = T;
|
|
#elif (PS_TFX == 2)
|
|
C_out.rgb = FxT.rgb + C.a;
|
|
C_out.a = T.a + C.a;
|
|
#elif (PS_TFX == 3)
|
|
C_out.rgb = FxT.rgb + C.a;
|
|
C_out.a = T.a;
|
|
#else
|
|
C_out = C;
|
|
#endif
|
|
|
|
#if (PS_TCC == 0)
|
|
C_out.a = C.a;
|
|
#endif
|
|
|
|
#if (PS_TFX == 0) || (PS_TFX == 2) || (PS_TFX == 3)
|
|
// Clamp only when it is useful
|
|
C_out = min(C_out, 255.0f);
|
|
#endif
|
|
|
|
return C_out;
|
|
}
|
|
|
|
bool atst(vec4 C)
|
|
{
|
|
float a = C.a;
|
|
|
|
#if PS_ATST == PS_ATST_LEQUAL
|
|
|
|
return (a <= AREF);
|
|
|
|
#elif PS_ATST == PS_ATST_GEQUAL
|
|
|
|
return (a >= AREF);
|
|
|
|
#elif PS_ATST == PS_ATST_EQUAL
|
|
|
|
return (abs(a - AREF) <= 0.5f);
|
|
|
|
#elif PS_ATST == PS_ATST_NOTEQUAL
|
|
|
|
return (abs(a - AREF) >= 0.5f);
|
|
|
|
#else
|
|
|
|
return true;
|
|
|
|
#endif
|
|
}
|
|
|
|
void fog(inout vec4 C, float f)
|
|
{
|
|
#if PS_FOG != 0
|
|
C.rgb = trunc(mix(FogColor, C.rgb, (f * 255.0f) / 256.0f));
|
|
#endif
|
|
}
|
|
|
|
vec4 ps_color()
|
|
{
|
|
//FIXME: maybe we can set gl_Position.w = q in VS
|
|
#if (PS_FST == 0)
|
|
vec2 st = PSin.t_float.xy / vec2(PSin.t_float.w);
|
|
vec2 st_int = PSin.t_int.zw / vec2(PSin.t_float.w);
|
|
#else
|
|
// Note xy are normalized coordinate
|
|
vec2 st = PSin.t_int.xy;
|
|
vec2 st_int = PSin.t_int.zw;
|
|
#endif
|
|
|
|
#if !NEEDS_TEX
|
|
vec4 T = vec4(0.0);
|
|
#elif PS_CHANNEL_FETCH == 1
|
|
vec4 T = fetch_red();
|
|
#elif PS_CHANNEL_FETCH == 2
|
|
vec4 T = fetch_green();
|
|
#elif PS_CHANNEL_FETCH == 3
|
|
vec4 T = fetch_blue();
|
|
#elif PS_CHANNEL_FETCH == 4
|
|
vec4 T = fetch_alpha();
|
|
#elif PS_CHANNEL_FETCH == 5
|
|
vec4 T = fetch_rgb();
|
|
#elif PS_CHANNEL_FETCH == 6
|
|
vec4 T = fetch_gXbY();
|
|
#elif PS_DEPTH_FMT > 0
|
|
// Integral coordinate
|
|
vec4 T = sample_depth(st_int);
|
|
#else
|
|
vec4 T = sample_color(st);
|
|
#endif
|
|
|
|
#if PS_SHUFFLE && !PS_READ16_SRC && !PS_SHUFFLE_SAME && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
|
|
uvec4 denorm_c_before = uvec4(T);
|
|
#if (PS_PROCESS_BA & SHUFFLE_READ)
|
|
T.r = float((denorm_c_before.b << 3) & 0xF8u);
|
|
T.g = float(((denorm_c_before.b >> 2) & 0x38u) | ((denorm_c_before.a << 6) & 0xC0u));
|
|
T.b = float((denorm_c_before.a << 1) & 0xF8u);
|
|
T.a = float(denorm_c_before.a & 0x80u);
|
|
#else
|
|
T.r = float((denorm_c_before.r << 3) & 0xF8u);
|
|
T.g = float(((denorm_c_before.r >> 2) & 0x38u) | ((denorm_c_before.g << 6) & 0xC0u));
|
|
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);
|
|
|
|
return C;
|
|
}
|
|
|
|
void ps_fbmask(inout vec4 C)
|
|
{
|
|
// FIXME do I need special case for 16 bits
|
|
#if PS_FBMASK
|
|
#if PS_COLCLIP_HW == 1
|
|
vec4 RT = trunc(sample_from_rt() * 65535.0f);
|
|
#else
|
|
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
|
|
#endif
|
|
C = vec4((uvec4(C) & ~FbMask) | (uvec4(RT) & FbMask));
|
|
#endif
|
|
}
|
|
|
|
void ps_dither(inout vec3 C, float As)
|
|
{
|
|
#if PS_DITHER > 0 && PS_DITHER < 3
|
|
#if PS_DITHER == 2
|
|
ivec2 fpos = ivec2(gl_FragCoord.xy);
|
|
#else
|
|
ivec2 fpos = ivec2(gl_FragCoord.xy * RcpScaleFactor);
|
|
#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
|
|
#if PS_BLEND_C == 2
|
|
float Alpha = Af;
|
|
#else
|
|
float Alpha = As;
|
|
#endif
|
|
|
|
value *= Alpha > 0.0f ? min(1.0f / Alpha, 1.0f) : 1.0f;
|
|
#endif
|
|
|
|
#if PS_ROUND_INV
|
|
C -= value;
|
|
#else
|
|
C += value;
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void ps_color_clamp_wrap(inout vec3 C)
|
|
{
|
|
// When dithering the bottom 3 bits become meaningless and cause lines in the picture
|
|
// so we need to limit the color depth on dithered items
|
|
#if SW_BLEND || (PS_DITHER > 0 && PS_DITHER < 3) || PS_FBMASK
|
|
|
|
#if PS_DST_FMT == FMT_16 && PS_BLEND_MIX == 0 && PS_ROUND_INV
|
|
C += 7.0f; // Need to round up, not down since the shader will invert
|
|
#endif
|
|
|
|
// Correct the Color value based on the output format
|
|
#if PS_COLCLIP == 0 && PS_COLCLIP_HW == 0
|
|
// Standard Clamp
|
|
C = clamp(C, vec3(0.0f), vec3(255.0f));
|
|
#endif
|
|
|
|
// FIXME rouding of negative float?
|
|
// compiler uses trunc but it might need floor
|
|
|
|
// Warning: normally blending equation is mult(A, B) = A * B >> 7. GPU have the full accuracy
|
|
// GS: Color = 1, Alpha = 255 => output 1
|
|
// GPU: Color = 1/255, Alpha = 255/255 * 255/128 => output 1.9921875
|
|
#if PS_DST_FMT == FMT_16 && PS_DITHER < 3 && (PS_BLEND_MIX == 0 || PS_DITHER)
|
|
// In 16 bits format, only 5 bits of colors are used. It impacts shadows computation of Castlevania
|
|
C = vec3(ivec3(C) & ivec3(0xF8));
|
|
#elif PS_COLCLIP == 1 || PS_COLCLIP_HW == 1
|
|
C = vec3(ivec3(C) & ivec3(0xFF));
|
|
#endif
|
|
|
|
#elif PS_DST_FMT == FMT_16 && PS_DITHER != 3 && PS_BLEND_MIX == 0 && PS_BLEND_HW == 0
|
|
C = vec3(ivec3(C) & ivec3(0xF8));
|
|
#endif
|
|
}
|
|
|
|
void ps_blend(inout vec4 Color, inout vec4 As_rgba)
|
|
{
|
|
float As = As_rgba.a;
|
|
|
|
#if SW_BLEND
|
|
|
|
// PABE
|
|
#if PS_PABE
|
|
// As_rgba needed for accumulation blend to manipulate Cd.
|
|
// No blending so early exit
|
|
if (As < 1.0f)
|
|
{
|
|
As_rgba.rgb = vec3(0.0f);
|
|
return;
|
|
}
|
|
|
|
As_rgba.rgb = vec3(1.0f);
|
|
#endif
|
|
|
|
#if SW_BLEND_NEEDS_RT
|
|
vec4 RT = sample_from_rt();
|
|
#else
|
|
// Not used, but we define it to make the selection below simpler.
|
|
vec4 RT = vec4(0.0f);
|
|
#endif
|
|
|
|
#if PS_RTA_CORRECTION
|
|
float Ad = trunc(RT.a * 128.0f + 0.1f) / 128.0f;
|
|
#else
|
|
float Ad = trunc(RT.a * 255.0f + 0.1f) / 128.0f;
|
|
#endif
|
|
|
|
#if PS_SHUFFLE && SW_BLEND_NEEDS_RT
|
|
uvec4 denorm_rt = uvec4(RT);
|
|
#if (PS_PROCESS_BA & SHUFFLE_WRITE)
|
|
RT.r = float((denorm_rt.b << 3) & 0xF8u);
|
|
RT.g = float(((denorm_rt.b >> 2) & 0x38u) | ((denorm_rt.a << 6) & 0xC0u));
|
|
RT.b = float((denorm_rt.a << 1) & 0xF8u);
|
|
RT.a = float(denorm_rt.a & 0x80u);
|
|
#else
|
|
RT.r = float((denorm_rt.r << 3) & 0xF8u);
|
|
RT.g = float(((denorm_rt.r >> 2) & 0x38u) | ((denorm_rt.g << 6) & 0xC0u));
|
|
RT.b = float((denorm_rt.g << 1) & 0xF8u);
|
|
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);
|
|
#else
|
|
vec3 Cd = trunc(RT.rgb * 255.0f + 0.1f);
|
|
#endif
|
|
vec3 Cs = Color.rgb;
|
|
|
|
#if PS_BLEND_A == 0
|
|
vec3 A = Cs;
|
|
#elif PS_BLEND_A == 1
|
|
vec3 A = Cd;
|
|
#else
|
|
vec3 A = vec3(0.0f);
|
|
#endif
|
|
|
|
#if PS_BLEND_B == 0
|
|
vec3 B = Cs;
|
|
#elif PS_BLEND_B == 1
|
|
vec3 B = Cd;
|
|
#else
|
|
vec3 B = vec3(0.0f);
|
|
#endif
|
|
|
|
#if PS_BLEND_C == 0
|
|
float C = As;
|
|
#elif PS_BLEND_C == 1
|
|
float C = Ad;
|
|
#else
|
|
float C = Af;
|
|
#endif
|
|
|
|
#if PS_BLEND_D == 0
|
|
vec3 D = Cs;
|
|
#elif PS_BLEND_D == 1
|
|
vec3 D = Cd;
|
|
#else
|
|
vec3 D = vec3(0.0f);
|
|
#endif
|
|
|
|
// As/Af clamp alpha for Blend mix
|
|
// We shouldn't clamp blend mix with blend hw 1 as we want alpha higher
|
|
float C_clamped = C;
|
|
#if PS_BLEND_MIX > 0 && PS_BLEND_HW != 1 && PS_BLEND_HW != 2
|
|
C_clamped = min(C_clamped, 1.0f);
|
|
#endif
|
|
|
|
#if PS_BLEND_A == PS_BLEND_B
|
|
Color.rgb = D;
|
|
// In blend_mix, HW adds on some alpha factor * dst.
|
|
// Truncating here wouldn't quite get the right result because it prevents the <1 bit here from combining with a <1 bit in dst to form a ≥1 amount that pushes over the truncation.
|
|
// Instead, apply an offset to convert HW's round to a floor.
|
|
// Since alpha is in 1/128 increments, subtracting (0.5 - 0.5/128 == 127/256) would get us what we want if GPUs blended in full precision.
|
|
// But they don't. Details here: https://github.com/PCSX2/pcsx2/pull/6809#issuecomment-1211473399
|
|
// Based on the scripts at the above link, the ideal choice for Intel GPUs is 126/256, AMD 120/256. Nvidia is a lost cause.
|
|
// 124/256 seems like a reasonable compromise, providing the correct answer 99.3% of the time on Intel (vs 99.6% for 126/256), and 97% of the time on AMD (vs 97.4% for 120/256).
|
|
#elif PS_BLEND_MIX == 2
|
|
Color.rgb = ((A - B) * C_clamped + D) + (124.0f/256.0f);
|
|
#elif PS_BLEND_MIX == 1
|
|
Color.rgb = ((A - B) * C_clamped + D) - (124.0f/256.0f);
|
|
#else
|
|
Color.rgb = trunc((A - B) * C + D);
|
|
#endif
|
|
|
|
#if PS_BLEND_HW == 1
|
|
// As or Af
|
|
As_rgba.rgb = vec3(C);
|
|
// Subtract 1 for alpha to compensate for the changed equation,
|
|
// if c.rgb > 255.0f then we further need to adjust alpha accordingly,
|
|
// we pick the lowest overflow from all colors because it's the safest,
|
|
// we divide by 255 the color because we don't know Cd value,
|
|
// changed alpha should only be done for hw blend.
|
|
vec3 alpha_compensate = max(vec3(1.0f), Color.rgb / vec3(255.0f));
|
|
As_rgba.rgb -= alpha_compensate;
|
|
#elif PS_BLEND_HW == 2
|
|
// Since we can't do Cd*(Alpha + 1) - Cs*Alpha in hw blend
|
|
// what we can do is adjust the Cs value that will be
|
|
// subtracted, this way we can get a better result in hw blend.
|
|
// Result is still wrong but less wrong than before.
|
|
float division_alpha = 1.0f + C;
|
|
Color.rgb /= vec3(division_alpha);
|
|
#elif PS_BLEND_HW == 3
|
|
// As, Ad or Af clamped.
|
|
As_rgba.rgb = vec3(C_clamped);
|
|
// Cs*(Alpha + 1) might overflow, if it does then adjust alpha value
|
|
// that is sent on second output to compensate.
|
|
vec3 overflow_check = (Color.rgb - vec3(255.0f)) / 255.0f;
|
|
vec3 alpha_compensate = max(vec3(0.0f), overflow_check);
|
|
As_rgba.rgb -= alpha_compensate;
|
|
#endif
|
|
|
|
#else
|
|
|
|
#if PS_BLEND_C == 2
|
|
vec3 Alpha = vec3(Af);
|
|
#else
|
|
vec3 Alpha = vec3(As);
|
|
#endif
|
|
|
|
// Needed for Cd * (As/Ad/F + 1) blending modes
|
|
#if PS_BLEND_HW == 1
|
|
Color.rgb = vec3(255.0f);
|
|
#elif PS_BLEND_HW == 2
|
|
// Cd*As,Cd*Ad or Cd*F
|
|
|
|
Color.rgb = max(vec3(0.0f), (Alpha - vec3(1.0f)));
|
|
Color.rgb *= vec3(255.0f);
|
|
#elif PS_BLEND_HW == 3 && PS_RTA_CORRECTION == 0
|
|
// Needed for Cs*Ad, Cs*Ad + Cd, Cd - Cs*Ad
|
|
// Multiply Color.rgb by (255/128) to compensate for wrong Ad/255 value when rgb are below 128.
|
|
// When any color channel is higher than 128 then adjust the compensation automatically
|
|
// to give us more accurate colors, otherwise they will be wrong.
|
|
// The higher the value (>128) the lower the compensation will be.
|
|
float max_color = max(max(Color.r, Color.g), Color.b);
|
|
float color_compensate = 255.0f / max(128.0f, max_color);
|
|
Color.rgb *= vec3(color_compensate);
|
|
#elif PS_BLEND_HW == 4
|
|
// Needed for Cd * (1 - Ad) and Cd*(1 + Alpha).
|
|
|
|
As_rgba.rgb = Alpha * vec3(128.0f / 255.0f);
|
|
Color.rgb = vec3(127.5f);
|
|
#elif PS_BLEND_HW == 5
|
|
// Needed for Cs*Alpha + Cd*(1 - Alpha).
|
|
Alpha *= vec3(128.0f / 255.0f);
|
|
As_rgba.rgb = (Alpha - vec3(0.5f));
|
|
Color.rgb = (Color.rgb * Alpha);
|
|
#elif PS_BLEND_HW == 6
|
|
// Needed for Cd*Alpha + Cs*(1 - Alpha).
|
|
Alpha *= vec3(128.0f / 255.0f);
|
|
As_rgba.rgb = Alpha;
|
|
Color.rgb *= (Alpha - vec3(0.5f));
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
void ps_main()
|
|
{
|
|
float input_z = gl_FragCoord.z;
|
|
|
|
// Must floor before depth testing.
|
|
#if PS_ZFLOOR
|
|
input_z = floor(input_z * exp2(32.0f)) * exp2(-32.0f);
|
|
#endif
|
|
|
|
#if PS_ZTST == ZTST_GEQUAL
|
|
if (input_z < sample_from_depth().r)
|
|
discard;
|
|
#elif PS_ZTST == ZTST_GREATER
|
|
if (input_z <= sample_from_depth().r)
|
|
discard;
|
|
#endif
|
|
|
|
#if PS_SCANMSK & 2
|
|
// fail depth test on prohibited lines
|
|
if ((int(gl_FragCoord.y) & 1) == (PS_SCANMSK & 1))
|
|
discard;
|
|
#endif
|
|
|
|
#if PS_DATE >= 5
|
|
|
|
#if PS_WRITE_RG == 1
|
|
// Pseudo 16 bits access.
|
|
float rt_a = sample_from_rt().g;
|
|
#else
|
|
float rt_a = sample_from_rt().a;
|
|
#endif
|
|
|
|
#if (PS_DATE & 3) == 1
|
|
// DATM == 0: Pixel with alpha equal to 1 will failed
|
|
#if PS_RTA_CORRECTION
|
|
bool bad = (254.5f / 255.0f) < rt_a;
|
|
#else
|
|
bool bad = (127.5f / 255.0f) < rt_a;
|
|
#endif
|
|
#elif (PS_DATE & 3) == 2
|
|
// DATM == 1: Pixel with alpha equal to 0 will failed
|
|
#if PS_RTA_CORRECTION
|
|
bool bad = rt_a < (254.5f / 255.0f);
|
|
#else
|
|
bool bad = rt_a < (127.5f / 255.0f);
|
|
#endif
|
|
#endif
|
|
|
|
if (bad) {
|
|
discard;
|
|
}
|
|
|
|
#endif
|
|
|
|
#if PS_DATE == 3
|
|
int stencil_ceil = int(texelFetch(img_prim_min, ivec2(gl_FragCoord.xy), 0).r);
|
|
// Note gl_PrimitiveID == stencil_ceil will be the primitive that will update
|
|
// the bad alpha value so we must keep it.
|
|
|
|
if (gl_PrimitiveID > stencil_ceil) {
|
|
discard;
|
|
}
|
|
#endif
|
|
|
|
vec4 C = ps_color();
|
|
|
|
#if PS_AA1
|
|
float cov = clamp(1.0f - abs(PSin.inv_cov), 0.0f, 1.0f);
|
|
#if PS_ABE
|
|
if (floor(C.a) == 128.0f) // The coverage is only used if the fragment alpha is 128.
|
|
C.a = 128.0f * cov;
|
|
#else
|
|
C.a = 128.0f * cov;
|
|
#endif
|
|
#elif PS_FIXED_ONE_A
|
|
// AA (Fixed one) will output a coverage of 1.0 as alpha
|
|
C.a = 128.0f;
|
|
#endif
|
|
|
|
bool atst_pass = atst(C);
|
|
|
|
#if PS_AFAIL == AFAIL_KEEP
|
|
if (!atst_pass)
|
|
discard;
|
|
#endif
|
|
|
|
#if SW_AD_TO_HW
|
|
#if PS_RTA_CORRECTION
|
|
vec4 RT = trunc(sample_from_rt() * 128.0f + 0.1f);
|
|
#else
|
|
vec4 RT = trunc(sample_from_rt() * 255.0f + 0.1f);
|
|
#endif
|
|
|
|
vec4 alpha_blend = vec4(RT.a / 128.0f);
|
|
#else
|
|
vec4 alpha_blend = vec4(C.a / 128.0f);
|
|
#endif
|
|
|
|
// Correct the ALPHA value based on the output format
|
|
#if (PS_DST_FMT == FMT_16)
|
|
float A_one = 128.0f; // alpha output will be 0x80
|
|
C.a = (PS_FBA != 0) ? A_one : step(128.0f, C.a) * A_one;
|
|
#elif (PS_DST_FMT == FMT_32) && (PS_FBA != 0)
|
|
if(C.a < 128.0f) C.a += 128.0f;
|
|
#endif
|
|
|
|
// Get first primitive that will write a failling alpha value
|
|
#if PS_DATE == 1
|
|
// DATM == 0
|
|
// Pixel with alpha equal to 1 will failed (128-255)
|
|
SV_Target0 = (C.a > 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
|
return;
|
|
#elif PS_DATE == 2
|
|
// DATM == 1
|
|
// Pixel with alpha equal to 0 will failed (0-127)
|
|
SV_Target0 = (C.a < 127.5f) ? vec4(gl_PrimitiveID) : vec4(0x7FFFFFFF);
|
|
return;
|
|
#endif
|
|
|
|
ps_blend(C, alpha_blend);
|
|
|
|
#if PS_SHUFFLE
|
|
#if !PS_READ16_SRC && !PS_SHUFFLE_SAME && !(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
|
|
uvec4 denorm_c_after = uvec4(C);
|
|
#if (PS_PROCESS_BA & SHUFFLE_READ)
|
|
C.b = float(((denorm_c_after.r >> 3) & 0x1Fu) | ((denorm_c_after.g << 2) & 0xE0u));
|
|
C.a = float(((denorm_c_after.g >> 6) & 0x3u) | ((denorm_c_after.b >> 1) & 0x7Cu) | (denorm_c_after.a & 0x80u));
|
|
#else
|
|
C.r = float(((denorm_c_after.r >> 3) & 0x1Fu) | ((denorm_c_after.g << 2) & 0xE0u));
|
|
C.g = float(((denorm_c_after.g >> 6) & 0x3u) | ((denorm_c_after.b >> 1) & 0x7Cu) | (denorm_c_after.a & 0x80u));
|
|
#endif
|
|
#endif
|
|
|
|
// Special case for 32bit input and 16bit output, shuffle used by The Godfather
|
|
#if PS_SHUFFLE_SAME
|
|
uvec4 denorm_c = uvec4(C);
|
|
#if (PS_PROCESS_BA & SHUFFLE_READ)
|
|
C = vec4(float((denorm_c.b & 0x7Fu) | (denorm_c.a & 0x80u)));
|
|
#else
|
|
C.ga = C.rg;
|
|
#endif
|
|
// Copy of a 16bit source in to this target
|
|
#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)));
|
|
C.ga = vec2(float((denorm_c.g >> 6) | ((denorm_c.b >> 3) << 2) | (denorm_TA.x & 0x80u)));
|
|
#elif PS_SHUFFLE_ACROSS
|
|
#if(PS_PROCESS_BA == SHUFFLE_READWRITE && PS_PROCESS_RG == SHUFFLE_READWRITE)
|
|
C.br = C.rb;
|
|
C.ag = C.ga;
|
|
#elif(PS_PROCESS_BA & SHUFFLE_READ)
|
|
C.rb = C.bb;
|
|
C.ga = C.aa;
|
|
#else
|
|
C.rb = C.rr;
|
|
C.ga = C.gg;
|
|
#endif // PS_PROCESS_BA
|
|
#endif // PS_SHUFFLE_ACROSS
|
|
#endif // PS_SHUFFLE
|
|
|
|
ps_dither(C.rgb, alpha_blend.a);
|
|
|
|
// Color clamp/wrap needs to be done after sw blending and dithering
|
|
ps_color_clamp_wrap(C.rgb);
|
|
|
|
ps_fbmask(C);
|
|
|
|
#if (PS_AFAIL == AFAIL_RGB_ONLY_DSB) && !PS_NO_COLOR1
|
|
// Use alpha blend factor to determine whether to update A.
|
|
alpha_blend.a = float(atst_pass);
|
|
#endif
|
|
|
|
#if !PS_NO_COLOR
|
|
#if PS_RTA_CORRECTION
|
|
C.a = C.a / 128.0f;
|
|
#else
|
|
C.a = C.a / 255.0f;
|
|
#endif
|
|
#if PS_COLCLIP_HW == 1
|
|
C.rgb = vec3(C.rgb / 65535.0f);
|
|
#else
|
|
C.rgb = C.rgb / 255.0f;
|
|
#endif
|
|
|
|
// Alpha test with feedback
|
|
#if PS_AFAIL == AFAIL_FB_ONLY
|
|
if (!atst_pass)
|
|
input_z = sample_from_depth().r;
|
|
#elif PS_AFAIL == AFAIL_ZB_ONLY
|
|
if (!atst_pass)
|
|
C = sample_from_rt();
|
|
#elif (PS_AFAIL == AFAIL_RGB_ONLY || PS_AFAIL == AFAIL_RGB_ONLY_SW_Z)
|
|
if (!atst_pass)
|
|
{
|
|
C.a = sample_from_rt().a;
|
|
#if PS_AFAIL == AFAIL_RGB_ONLY_SW_Z
|
|
input_z = sample_from_depth().r;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
// Warning: do not write SV_Target0 until the end since the value might be needed for
|
|
// FB fetch in sample_from_rt().
|
|
SV_Target0 = C;
|
|
|
|
#if !PS_NO_COLOR1
|
|
SV_Target1 = alpha_blend;
|
|
#endif
|
|
#endif
|
|
|
|
#if PS_ZCLAMP
|
|
input_z = min(input_z, MaxDepthPS);
|
|
#endif
|
|
|
|
#if PS_AA1 == PS_AA1_TRIANGLE_SW_Z
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if (!bool(PSin.interior))
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input_z = sample_from_depth().r; // No depth update for triangle edges.
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#endif
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#if ZWRITE
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#if SW_DEPTH && PS_NO_COLOR1 && (DEPTH_FEEDBACK_SUPPORT == 2)
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// Depth as color write. For depth as color feedback we write to both
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// color copy and real depth to avoid having to copy back to real depth.
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// Warning: do not write SV_Target1 until the end since the value might
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// be needed for FB fetch in sample_from_depth().
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SV_Target1 = input_z;
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#endif
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// Standard depth write.
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gl_FragDepth = input_z;
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#endif
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}
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