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GSdx:
Added a simple scanlines filter (2nd one activated by F7). No tweaking done yet. It shows how to get scanlines that aren't affected by input resolution or scaling. A good next step would be determining the exact number of dark lines to show :) git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5770 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -115,6 +115,17 @@ float4 ps_crt(PS_INPUT input, int i)
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return sample_c(input.t) * saturate(mask[i] + 0.5f);
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}
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float4 ps_scanlines(PS_INPUT input, int i)
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{
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float4 mask[2] =
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{
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float4(1, 1, 1, 0),
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float4(0, 0, 0, 0)
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};
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return sample_c(input.t) * saturate(mask[i] + 0.5f);
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}
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#if SHADER_MODEL >= 0x400
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uint ps_main1(PS_INPUT input) : SV_Target0
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@ -171,13 +182,14 @@ PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal (repurposed for scanlines for now)
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{
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PS_OUTPUT output;
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uint4 p = (uint4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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output.c = ps_scanlines(input, p.y % 2); // scanlines
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//output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); // diagonal
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return output;
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}
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@ -240,14 +252,15 @@ PS_OUTPUT ps_main5(PS_INPUT input) // triangular
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return output;
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}
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal
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PS_OUTPUT ps_main6(PS_INPUT input) // diagonal (repurposed for scanlines for now)
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{
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PS_OUTPUT output;
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int4 p = (int4)input.p;
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output.c = ps_crt(input, (p.x + (p.y % 3)) % 3);
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output.c = ps_scanlines(input, p.y % 2); // scanlines
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//output.c = ps_crt(input, (p.x + (p.y % 3)) % 3); // diagonal
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return output;
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}
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