gzdoom-gles/src/win32/fb_d3d9_shaders.h
Randy Heit e5572a1c4e - Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
  loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
  support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
  with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
  on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
  scope than before. The skipped entry is assumed to always be at 248, and
  it is assumed that all Shader Model 1.4 cards suffer from this. That's
  because all SM1.4 cards are based on variants of the ATI R200 core, and the
  RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
  other flavors of the R200 are any different. (Interesting note: With the
  Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
  debug Direct3D 9 runtime, but it works perfectly fine with the retail
  Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
  math inside pixel shaders. That would explain perfectly why I can't use
  constants greater than 1 with PS1.4 and why it can't do an exact mapping to
  every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
  "color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
  completely setup, meaning that Shader Model 1.4 cards could not change
  resolution.
- I have decided to let remap palettes specify variable alpha values for
  their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
  reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
  when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
  (Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
  gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
  unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
  being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
  accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
  multiple script scanner states can be stored without being forced to do so
  recursively. I think I might be taking advantage of that in the near
  future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
  * Fixed: When using even length values in drawnumber it would cap to a 98
    value instead of a 99 as intended.
  * The SBarInfo parser can now accept negatives for coordinates. This
    doesn't allow much right now, but later I plan to add better fullscreen
    hud support in which the negatives will be more useful. This also cleans
    up the source a bit since all calls for (x, y) coordinates are with the
    function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
  software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
  space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
  STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
  gets blended with the background, since that seems like a good idea for
  reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
  Since the ERenderStyle enumeration was getting rather unwieldy, I converted
  it into a new FRenderStyle structure that lets each parameter of the
  blending equation be set separately. This simplified the set up for the
  blend quite a bit, and it means a number of new combinations are available
  by setting the parameters properly.


SVN r710 (trunk)
2008-01-25 23:57:44 +00:00

665 lines
22 KiB
C

#define HLSL_SOURCE_CODE 0
#define SHADER_ASSEMBLY_CODE 0
// A paletted texture shader ------------------------------------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
sampler1D Palette : register(s1);
float4 PaletteMod : register(c2);
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float index = tex2D (Image, texCoord).x;
index = index * PaletteMod.x + PaletteMod.y;
float4 rgb = tex1D (Palette, index);
return Flash + rgb * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc paltex.ps /Tps_1_4 /LD /VnPalTexShader14Def /Fhpaltex.h
//
//
// Parameters:
//
// sampler2D Image;
// sampler1D Palette;
// float4 PaletteMod;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// PaletteMod c2 1
// Image s0 1
// Palette s1 1
//
ps_1_4
texld r0, t0
mad r0.xy, r0.x, c2.x, c2.y
phase
texld r1, r0
mad r0, r1, v1, v0
// approximately 4 instruction slots used (2 texture, 2 arithmetic)
#endif
const DWORD PalTexShader14Def[] =
{
0xffff0104, 0x0039fffe, 0x42415443, 0x0000001c, 0x000000ab, 0xffff0104,
0x00000003, 0x0000001c, 0x00000100, 0x000000a4, 0x00000058, 0x00000003,
0x00000001, 0x00000060, 0x00000000, 0x00000070, 0x00010003, 0x00000001,
0x00000078, 0x00000000, 0x00000088, 0x00020002, 0x00020001, 0x00000094,
0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001,
0x00000000, 0x656c6150, 0x00657474, 0x000b0004, 0x00010001, 0x00000001,
0x00000000, 0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x315f7370, 0x4d00345f, 0x6f726369, 0x74666f73,
0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072, 0x6c69706d,
0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00, 0x00000042,
0x800f0000, 0xb0e40000, 0x00000004, 0x80030000, 0x80000000, 0xa0000002,
0xa0550002, 0x0000fffd, 0x00000042, 0x800f0001, 0x80e40000, 0x00000004,
0x800f0000, 0x80e40001, 0x90e40001, 0x90e40000, 0x0000ffff
};
#if SHADER_ASSEMBLY_CODE
ps_2_0
dcl t0.xy
dcl v0
dcl v1
dcl_2d s0
dcl_2d s1
texld r0, t0, s0
mad r0.xy, r0.x, c2.x, c2.y
texld r0, r0, s1
mov r1, v1
mad r0, r0, r1, v0
mov oC0, r0
// approximately 6 instruction slots used (2 texture, 4 arithmetic)
#endif
const DWORD PalTexShader20Def[] =
{
0xffff0200, 0x0039fffe, 0x42415443, 0x0000001c, 0x000000ab, 0xffff0200,
0x00000003, 0x0000001c, 0x00000100, 0x000000a4, 0x00000058, 0x00000003,
0x00000001, 0x00000060, 0x00000000, 0x00000070, 0x00010003, 0x00000001,
0x00000078, 0x00000000, 0x00000088, 0x00020002, 0x00020001, 0x00000094,
0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001,
0x00000000, 0x656c6150, 0x00657474, 0x000b0004, 0x00010001, 0x00000001,
0x00000000, 0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73,
0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072, 0x6c69706d,
0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
0x80000000, 0x900f0001, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f,
0x90000000, 0xa00f0801, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x04000004, 0x80030000, 0x80000000, 0xa0000002, 0xa0550002, 0x03000042,
0x800f0000, 0x80e40000, 0xa0e40801, 0x02000001, 0x800f0001, 0x90e40001,
0x04000004, 0x800f0000, 0x80e40000, 0x80e40001, 0x90e40000, 0x02000001,
0x800f0800, 0x80e40000, 0x0000ffff
};
// An inverted paletted texture shader --------------------------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
sampler1D Palette : register(s1);
float4 PaletteMod : register(c2);
float4 White : register(c6); // Preloaded with (1,1,1,0)
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float index = tex2D (Image, texCoord).x;
index = index * PaletteMod.x + PaletteMod.y;
float4 rgb = tex1D (Palette, index);
rgb.xyz = White.xyz - rgb.xyz;
return Flash + rgb * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc paltex.ps /Tps_1_4 /LD /VnInvPalTexShader14Def /Fhinvpaltex.h
//
//
// Parameters:
//
// sampler2D Image;
// sampler1D Palette;
// float4 PaletteMod;
// float4 White;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// PaletteMod c2 1
// White c6 1
// Image s0 1
// Palette s1 1
//
ps_1_4
texld r0, t0
mad r0.xy, r0.x, c2.x, c2.y
phase
texld r1, r0
add r1.xyz, -r1, c6
mad r0, r1, v1, v0
// approximately 5 instruction slots used (2 texture, 3 arithmetic)
#endif
const DWORD InvPalTexShader14Def[] =
{
0xffff0104, 0x003ffffe, 0x42415443, 0x0000001c, 0x000000c5, 0xffff0104,
0x00000004, 0x0000001c, 0x00000100, 0x000000be, 0x0000006c, 0x00000003,
0x00000001, 0x00000074, 0x00000000, 0x00000084, 0x00010003, 0x00000001,
0x0000008c, 0x00000000, 0x0000009c, 0x00020002, 0x00020001, 0x000000a8,
0x00000000, 0x000000b8, 0x00060002, 0x00020001, 0x000000a8, 0x00000000,
0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
0x656c6150, 0x00657474, 0x000b0004, 0x00010001, 0x00000001, 0x00000000,
0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001, 0x00000001,
0x00000000, 0x74696857, 0x73700065, 0x345f315f, 0x63694d00, 0x6f736f72,
0x28207466, 0x44202952, 0x39584433, 0x61685320, 0x20726564, 0x706d6f43,
0x72656c69, 0x312e3920, 0x37372e35, 0x30302e39, 0xab003030, 0x00000042,
0x800f0000, 0xb0e40000, 0x00000004, 0x80030000, 0x80000000, 0xa0000002,
0xa0550002, 0x0000fffd, 0x00000042, 0x800f0001, 0x80e40000, 0x00000002,
0x80070001, 0x81e40001, 0xa0e40006, 0x00000004, 0x800f0000, 0x80e40001,
0x90e40001, 0x90e40000, 0x0000ffff
};
#if SHADER_ASSEMBLY_CODE
ps_2_0
dcl t0.xy
dcl v0
dcl v1
dcl_2d s0
dcl_2d s1
texld r0, t0, s0
mad r0.xy, r0.x, c2.x, c2.y
texld r0, r0, s1
add r0.xyz, -r0, c6
mov r1, v1
mad r0, r0, r1, v0
mov oC0, r0
// approximately 7 instruction slots used (2 texture, 5 arithmetic)
#endif
const DWORD InvPalTexShader20Def[] =
{
0xffff0200, 0x003ffffe, 0x42415443, 0x0000001c, 0x000000c5, 0xffff0200,
0x00000004, 0x0000001c, 0x20000100, 0x000000be, 0x0000006c, 0x00000003,
0x00020001, 0x00000074, 0x00000000, 0x00000084, 0x00010003, 0x00060001,
0x0000008c, 0x00000000, 0x0000009c, 0x00020002, 0x000a0001, 0x000000a8,
0x00000000, 0x000000b8, 0x00060002, 0x001a0001, 0x000000a8, 0x00000000,
0x67616d49, 0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000,
0x656c6150, 0x00657474, 0x000b0004, 0x00010001, 0x00000001, 0x00000000,
0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001, 0x00000001,
0x00000000, 0x74696857, 0x73700065, 0x305f325f, 0x63694d00, 0x6f736f72,
0x28207466, 0x48202952, 0x204c534c, 0x64616853, 0x43207265, 0x69706d6f,
0x2072656c, 0x39312e39, 0x3934392e, 0x3131322e, 0xabab0031, 0x0200001f,
0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0x900f0000, 0x0200001f,
0x80000000, 0x900f0001, 0x0200001f, 0x90000000, 0xa00f0800, 0x0200001f,
0x90000000, 0xa00f0801, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,
0x04000004, 0x80030000, 0x80000000, 0xa0000002, 0xa0550002, 0x03000042,
0x800f0000, 0x80e40000, 0xa0e40801, 0x03000002, 0x80070000, 0x81e40000,
0xa0e40006, 0x02000001, 0x800f0001, 0x90e40001, 0x04000004, 0x800f0000,
0x80e40000, 0x80e40001, 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff
};
// A paletted texture shader that does bilinear filtering -------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
sampler2D Palette : register(s1);
float4 PaletteMod : register(c2);
//#define texture_size_x 512.0f
//#define texture_size_y 256.0f
//#define texel_size_x 1.0f / 512.0f
//#define texel_size_y 1.0f / 256.0f
// texture_size_x, texture_size_y, 0, texel_size_x
float4 size_a : register(c3);
// 0, texel_size_y, texel_size_y, texel_size_x
float4 size_b : register(c4);
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float2 f = frac (texCoord.xy * size_a/*float2(texture_size_x, texture_size_y)*/);
float4 t00 = tex2D(Image, texCoord);
float4 t10 = tex2D(Image, texCoord + size_a.wz/*float2(texel_size_x, 0)*/);
t00.x = t00.x * PaletteMod.x + PaletteMod.y;
t10.x = t10.x * PaletteMod.x + PaletteMod.y;
float4 c00 = tex2D(Palette, t00);
float4 c10 = tex2D(Palette, t10);
float4 cA = lerp(c00, c10, f.x);
float4 t01 = tex2D(Image, texCoord + size_b.xy/*float2(0, texel_size_y)*/);
float4 t11 = tex2D(Image, texCoord + size_b.wz/*float2(texel_size_x, texel_size_y)*/);
t01.x = t01.x * PaletteMod.x + PaletteMod.y;
t11.x = t11.x * PaletteMod.x + PaletteMod.y;
float4 c01 = tex2D(Palette, t01);
float4 c11 = tex2D(Palette, t11);
float4 cB = lerp(c01, c11, f.x);
return Flash + lerp(cA, cB, f.y) * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.19.949.2111
//
// fxc paltex_bilinear.ps /Tps_2_0 /VnPalTexBilinearDef /Fhpaltex_bilinear.h
//
//
// Parameters:
//
// sampler2D Image;
// sampler2D Palette;
// float4 PaletteMod;
// float4 size_a;
// float4 size_b;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// PaletteMod c2 1
// size_a c3 1
// size_b c4 1
// Image s0 1
// Palette s1 1
//
ps_2_0
dcl t0.xy
dcl v0
dcl v1
dcl_2d s0
dcl_2d s1
add r0.xy, t0, c4
add r1.xy, t0, c4.wzyx
add r2.xy, t0, c3.wzyx
texld r0, r0, s0
texld r1, r1, s0
texld r2, r2, s0
texld r3, t0, s0
mad r0.x, r0.x, c2.x, c2.y
mad r1.x, r1.x, c2.x, c2.y
mad r2.x, r2.x, c2.x, c2.y
mad r3.x, r3.x, c2.x, c2.y
texld r0, r0, s1
texld r1, r1, s1
texld r2, r2, s1
texld r3, r3, s1
mul r4.xy, t0, c3
frc r4.xy, r4
lrp r5, r4.x, r1, r0
lrp r0, r4.x, r2, r3
lrp r1, r4.y, r5, r0
mov r0, v1
mad r0, r1, r0, v0
mov oC0, r0
// approximately 23 instruction slots used (8 texture, 15 arithmetic)
#endif
const DWORD PalTexBilinearDef[] =
{
0xffff0200, 0x0042fffe, 0x42415443, 0x0000001c, 0x000000d1, 0xffff0200,
0x00000005, 0x0000001c, 0x20000100, 0x000000ca, 0x00000080, 0x00000003,
0x00020001, 0x00000088, 0x00000000, 0x00000098, 0x00010003, 0x00060001,
0x00000088, 0x00000000, 0x000000a0, 0x00020002, 0x000a0001, 0x000000ac,
0x00000000, 0x000000bc, 0x00030002, 0x000e0001, 0x000000ac, 0x00000000,
0x000000c3, 0x00040002, 0x00120001, 0x000000ac, 0x00000000, 0x67616d49,
0xabab0065, 0x000c0004, 0x00010001, 0x00000001, 0x00000000, 0x656c6150,
0x00657474, 0x656c6150, 0x4d657474, 0xab00646f, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x657a6973, 0x7300615f, 0x5f657a69, 0x73700062,
0x305f325f, 0x63694d00, 0x6f736f72, 0x28207466, 0x48202952, 0x204c534c,
0x64616853, 0x43207265, 0x69706d6f, 0x2072656c, 0x39312e39, 0x3934392e,
0x3131322e, 0xabab0031, 0x0200001f, 0x80000000, 0xb0030000, 0x0200001f,
0x80000000, 0x900f0000, 0x0200001f, 0x80000000, 0x900f0001, 0x0200001f,
0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x03000002,
0x80030000, 0xb0e40000, 0xa0e40004, 0x03000002, 0x80030001, 0xb0e40000,
0xa01b0004, 0x03000002, 0x80030002, 0xb0e40000, 0xa01b0003, 0x03000042,
0x800f0000, 0x80e40000, 0xa0e40800, 0x03000042, 0x800f0001, 0x80e40001,
0xa0e40800, 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40800, 0x03000042,
0x800f0003, 0xb0e40000, 0xa0e40800, 0x04000004, 0x80010000, 0x80000000,
0xa0000002, 0xa0550002, 0x04000004, 0x80010001, 0x80000001, 0xa0000002,
0xa0550002, 0x04000004, 0x80010002, 0x80000002, 0xa0000002, 0xa0550002,
0x04000004, 0x80010003, 0x80000003, 0xa0000002, 0xa0550002, 0x03000042,
0x800f0000, 0x80e40000, 0xa0e40801, 0x03000042, 0x800f0001, 0x80e40001,
0xa0e40801, 0x03000042, 0x800f0002, 0x80e40002, 0xa0e40801, 0x03000042,
0x800f0003, 0x80e40003, 0xa0e40801, 0x03000005, 0x80030004, 0xb0e40000,
0xa0e40003, 0x02000013, 0x80030004, 0x80e40004, 0x04000012, 0x800f0005,
0x80000004, 0x80e40001, 0x80e40000, 0x04000012, 0x800f0000, 0x80000004,
0x80e40002, 0x80e40003, 0x04000012, 0x800f0001, 0x80550004, 0x80e40005,
0x80e40000, 0x02000001, 0x800f0000, 0x90e40001, 0x04000004, 0x800f0000,
0x80e40001, 0x80e40000, 0x90e40000, 0x02000001, 0x800f0800, 0x80e40000,
0x0000ffff
};
// A shader that doesn't look up colors from a palette. ---------------------
// Can be used for RGB textures.
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float4 index = tex2D (Image, texCoord);
return Flash + index * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc plain.ps /Tps_1_1 /LD /VnPlainShaderDef /Fhplain.h
//
//
// Parameters:
//
// sampler2D Image;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Image s0 1
//
ps_1_1
tex t0
mad r0, t0, v1, v0
// approximately 2 instruction slots used (1 texture, 1 arithmetic)
#endif
const DWORD PlainShaderDef[] =
{
0xffff0101, 0x0022fffe, 0x42415443, 0x0000001c, 0x0000004f, 0xffff0101,
0x00000001, 0x0000001c, 0x00000100, 0x00000048, 0x00000030, 0x00000003,
0x00000001, 0x00000038, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004,
0x00010001, 0x00000001, 0x00000000, 0x315f7370, 0x4d00315f, 0x6f726369,
0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00,
0x00000042, 0xb00f0000, 0x00000004, 0x800f0000, 0xb0e40000, 0x90e40001,
0x90e40000, 0x0000ffff
};
// A shader that inverts the source's colors --------------------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 White : register(c6); // Preloaded with (1,1,1,0)
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float4 rgb = tex2D (Image, texCoord);
rgb.xyz = White.xyz - rgb.xyz;
return Flash + rgb * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc plain.ps /Tps_1_1 /LD /VnInvPlainShaderDef /Fhinvplain.h
//
//
// Parameters:
//
// sampler2D Image;
// float4 White;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// White c6 1
// Image s0 1
//
ps_1_1
tex t0
add t0.xyz, -t0, c6
mad r0, t0, v1, v0
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif
const DWORD InvPlainShaderDef[] =
{
0xffff0101, 0x002dfffe, 0x42415443, 0x0000001c, 0x0000007b, 0xffff0101,
0x00000002, 0x0000001c, 0x00000100, 0x00000074, 0x00000044, 0x00000003,
0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00060002, 0x00020001,
0x00000064, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x74696857, 0xabab0065, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x315f7370, 0x4d00315f, 0x6f726369, 0x74666f73,
0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072, 0x6c69706d,
0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00, 0x00000042,
0xb00f0000, 0x00000002, 0xb0070000, 0xb1e40000, 0xa0e40006, 0x00000004,
0x800f0000, 0xb0e40000, 0x90e40001, 0x90e40000, 0x0000ffff
};
// A shader that copies the red component to the alpha component ------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 main (float2 texCoord : TEXCOORD0, float4 Flash : COLOR0, float4 InvFlash : COLOR1) : COLOR
{
float4 color = tex2D (Image, texCoord);
color.a = color.r;
return Flash + color * InvFlash;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc redtoalpha.ps /Tps_1_4 /LD /VnRedToAlphaDef /Fhredtoalpha.h
//
//
// Parameters:
//
// sampler2D Image;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Image s0 1
//
ps_1_4
texld r0, t0
mad r1.xyz, r0, v1, v0
+ mad r1.w, r0.x, v1.w, v0.w
mov r0, r1
// approximately 3 instruction slots used (1 texture, 2 arithmetic)
#endif
const DWORD RedToAlphaDef[] =
{
0xffff0104, 0x0022fffe, 0x42415443, 0x0000001c, 0x0000004f, 0xffff0104,
0x00000001, 0x0000001c, 0x00000100, 0x00000048, 0x00000030, 0x00000003,
0x00000001, 0x00000038, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004,
0x00010001, 0x00000001, 0x00000000, 0x315f7370, 0x4d00345f, 0x6f726369,
0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168, 0x6f432072,
0x6c69706d, 0x39207265, 0x2e35312e, 0x2e393737, 0x30303030, 0xababab00,
0x00000042, 0x800f0000, 0xb0e40000, 0x00000004, 0x80070001, 0x80e40000,
0x90e40001, 0x90e40000, 0x40000004, 0x80080001, 0x80000000, 0x90ff0001,
0x90ff0000, 0x00000001, 0x800f0000, 0x80e40001, 0x0000ffff
};
// A shader that just returns the first color component from the vertex -----
#if HLSL_SOURCE_CODE
float4 main (float4 color : COLOR0) : COLOR
{
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc coloronlyshader.ps /Tps_1_1 /LD /VnColorOnlyDef /Fhcoloronly.h
//
ps_1_1
mov r0, v0
// approximately 1 instruction slot used
#endif
const DWORD ColorOnlyDef[] =
{
0xffff0101, 0x0017fffe, 0x42415443, 0x0000001c, 0x00000023, 0xffff0101,
0x00000000, 0x00000000, 0x00000100, 0x0000001c, 0x315f7370, 0x4d00315f,
0x6f726369, 0x74666f73, 0x29522820, 0x44334420, 0x53203958, 0x65646168,
0x6f432072, 0x6c69706d, 0x39207265, 0x2e35312e, 0x2e393737, 0x30303030,
0xababab00, 0x00000001, 0x800f0000, 0x90e40000, 0x0000ffff
};
// A shader that just corrects gamma for windowed mode ----------------------
#if HLSL_SOURCE_CODE
sampler2D Image : register(s0);
float4 Gamma : register(c7);
float4 main (float2 texCoord : TEXCOORD0) : COLOR
{
float4 color = tex2D (Image, texCoord);
color.xyz = pow(color.xyz, Gamma.xyz);
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.19.949.2111
//
// fxc gammafixer.ps /Tps_2_0 /VnGammaFixerDef /Fhgammafixer.h
//
//
// Parameters:
//
// float4 Gamma;
// sampler2D Image;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// Gamma c7 1
// Image s0 1
//
ps_2_0
dcl t0.xy
dcl_2d s0
texld r0, t0, s0
log r1.x, r0.x
log r1.y, r0.y
log r1.z, r0.z
mul r1.xyz, r1, c7
exp r0.x, r1.x
exp r0.y, r1.y
exp r0.z, r1.z
mov oC0, r0
// approximately 9 instruction slots used (1 texture, 8 arithmetic)
#endif
const DWORD GammaFixerDef[] =
{
0xffff0200, 0x002cfffe, 0x42415443, 0x0000001c, 0x0000007b, 0xffff0200,
0x00000002, 0x0000001c, 0x20000100, 0x00000074, 0x00000044, 0x00070002,
0x001e0001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000003, 0x00020001,
0x00000064, 0x00000000, 0x6d6d6147, 0xabab0061, 0x00030001, 0x00040001,
0x00000001, 0x00000000, 0x67616d49, 0xabab0065, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x325f7370, 0x4d00305f, 0x6f726369, 0x74666f73,
0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970,
0x2e392072, 0x392e3931, 0x322e3934, 0x00313131, 0x0200001f, 0x80000000,
0xb0030000, 0x0200001f, 0x90000000, 0xa00f0800, 0x03000042, 0x800f0000,
0xb0e40000, 0xa0e40800, 0x0200000f, 0x80010001, 0x80000000, 0x0200000f,
0x80020001, 0x80550000, 0x0200000f, 0x80040001, 0x80aa0000, 0x03000005,
0x80070001, 0x80e40001, 0xa0e40007, 0x0200000e, 0x80010000, 0x80000001,
0x0200000e, 0x80020000, 0x80550001, 0x0200000e, 0x80040000, 0x80aa0001,
0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff
};
// The shader used by the burn effect screen wipe ---------------------------
#if HLSL_SOURCE_CODE
sampler2D NewScreen : register(s0);
sampler2D Burn : register(s1);
float4 main (float2 coord[2] : TEXCOORD0) : COLOR
{
float4 color = tex2D(NewScreen, coord[0]);
float4 alpha = tex2D(Burn, coord[1]);
color.a = alpha.r * 2;
return color;
}
#elif SHADER_ASSEMBLY_CODE
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// fxc burn.ps /Tps_1_4 /VnBurnShaderDef /Fhburn.h /LD
//
//
// Parameters:
//
// sampler2D Burn;
// sampler2D NewScreen;
//
//
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// NewScreen s0 1
// Burn s1 1
//
ps_1_4
texld r0, t0
texld r1, t1
add r0.w, r1.x, r1.x
+ mov r0.xyz, r0
// approximately 3 instruction slots used (2 texture, 1 arithmetic)
#endif
const DWORD BurnShaderDef[] =
{
0xffff0104, 0x0029fffe, 0x42415443, 0x0000001c, 0x0000006d, 0xffff0104,
0x00000002, 0x0000001c, 0x00000100, 0x00000066, 0x00000044, 0x00010003,
0x00000001, 0x0000004c, 0x00000000, 0x0000005c, 0x00000003, 0x00000001,
0x0000004c, 0x00000000, 0x6e727542, 0xababab00, 0x000c0004, 0x00010001,
0x00000001, 0x00000000, 0x5377654e, 0x65657263, 0x7370006e, 0x345f315f,
0x63694d00, 0x6f736f72, 0x28207466, 0x44202952, 0x39584433, 0x61685320,
0x20726564, 0x706d6f43, 0x72656c69, 0x312e3920, 0x37372e35, 0x30302e39,
0xab003030, 0x00000042, 0x800f0000, 0xb0e40000, 0x00000042, 0x800f0001,
0xb0e40001, 0x00000002, 0x80080000, 0x80000001, 0x80000001, 0x40000001,
0x80070000, 0x80e40000, 0x0000ffff
};