//Pixel Shader for TEV stages //2 TEV stages, 2 texgens, 0 IND stages uniform sampler2D samp0 : register(s0); uniform sampler2D samp1 : register(s1); uniform sampler2D samp2 : register(s2); uniform sampler2D samp3 : register(s3); uniform sampler2D samp4 : register(s4); uniform sampler2D samp5 : register(s5); uniform sampler2D samp6 : register(s6); uniform sampler2D samp7 : register(s7); uniform float4 color[4] : register(c0); uniform float4 k[4] : register(c4); uniform float4 alphaRef[1] : register(c8); uniform float4 texdim[8] : register(c9); uniform float4 czbias[2] : register(c17); uniform float4 cindscale[2] : register(c19); uniform float4 cindmtx[6] : register(c21); uniform float4 cfog[3] : register(c27); uniform float4 cPLights[40] : register(c30); uniform float4 cPmtrl[4] : register(c70); void main( out float4 ocol0 : COLOR0, in float4 rawpos : VPOS, in float4 colors_0 : COLOR0, in float4 colors_1 : COLOR1, in float3 uv0 : TEXCOORD0, in float3 uv1 : TEXCOORD1, in float4 clipPos : TEXCOORD2 ) { float4 c0 = color[1], c1 = color[2], c2 = color[3], prev = float4(0.0f, 0.0f, 0.0f, 0.0f), textemp = float4(0.0f, 0.0f, 0.0f, 0.0f), rastemp = float4(0.0f, 0.0f, 0.0f, 0.0f), konsttemp = float4(0.0f, 0.0f, 0.0f, 0.0f); float3 comp16 = float3(1.0f, 255.0f, 0.0f), comp24 = float3(1.0f, 255.0f, 255.0f*255.0f); float alphabump=0.0f; float3 tevcoord=float3(0.0f, 0.0f, 0.0f); float2 wrappedcoord=float2(0.0f,0.0f), tempcoord=float2(0.0f,0.0f); float4 cc0=float4(0.0f,0.0f,0.0f,0.0f), cc1=float4(0.0f,0.0f,0.0f,0.0f); float4 cc2=float4(0.0f,0.0f,0.0f,0.0f), cprev=float4(0.0f,0.0f,0.0f,0.0f); float4 crastemp=float4(0.0f,0.0f,0.0f,0.0f),ckonsttemp=float4(0.0f,0.0f,0.0f,0.0f); clipPos = float4(rawpos.x, rawpos.y, clipPos.z, clipPos.w); uv0.xy = uv0.xy * texdim[0].zw; uv1.xy = uv1.xy * texdim[1].zw; // TEV stage 0 rastemp = colors_0.rgba; crastemp = frac(rastemp * (255.0f/256.0f)) * (256.0f/255.0f); tevcoord.xy = uv0.xy; textemp = tex2D(samp0,tevcoord.xy * texdim[0].xy).rgba; // color combine prev.rgb = clamp((textemp.rgb)*(crastemp.rgb), 0.0f, 1.0f); // alpha combine prev.a = clamp(textemp.a*crastemp.a, 0.0f, 1.0f); // TEV done // TEV stage 1 tevcoord.xy = uv1.xy; textemp = tex2D(samp1,tevcoord.xy * texdim[1].xy).rgba; konsttemp = float4(0.25f,0.25f,0.25f, ERROR9); ckonsttemp = frac(konsttemp * (255.0f/256.0f)) * (256.0f/255.0f); cprev = prev; // color combine prev.rgb = clamp((prev.rgb)+float3(0.0f, 0.0f, 0.0f), 0.0f, 1.0f); // alpha combine prev.a = clamp(textemp.a+cprev.a*(1.0f-ckonsttemp.a), 0.0f, 1.0f); // TEV done if(!( (true) && (abs( prev.a - alphaRef[0].g ) >= (0.5f/255.0f)))) { ocol0 = float4(0.0f, 0.0f, 0.0f, 0.0f); discard; return; } float zCoord = czbias[1].x + (clipPos.z / clipPos.w) * czbias[1].y; float ze = cfog[1].x / (cfog[1].y - (zCoord / cfog[1].w)); float x_adjust = (2.0f * (clipPos.x / cfog[2].y)) - 1.0f - cfog[2].x; x_adjust = sqrt(x_adjust * x_adjust + cfog[2].z * cfog[2].z) / cfog[2].z; ze *= x_adjust; float fog = clamp(ze - cfog[1].z, 0.0f, 1.0f); prev.rgb = lerp(prev.rgb, cfog[0].rgb, fog); ocol0 = prev; }