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https://github.com/hedge-dev/UnleashedRecomp.git
synced 2026-01-08 04:29:31 -06:00
Implement aspect ratio adjustments for inspire overlays. (#201)
* Handle texture/movie overlays for original 4:3. * Implement aspect ratio adjustments for texture/movie overlays. * Fix fade scale for original 4:3.
This commit is contained in:
41
UnleashedRecomp/gpu/shader/blend_color_alpha_ps.hlsl
Normal file
41
UnleashedRecomp/gpu/shader/blend_color_alpha_ps.hlsl
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@@ -0,0 +1,41 @@
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#include "../../../tools/XenosRecomp/XenosRecomp/shader_common.h"
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#ifdef __spirv__
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#define g_SrcAlpha_DestAlpha vk::RawBufferLoad<float4>(g_PushConstants.PixelShaderConstants + 2400, 0x10)
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#define s0_Texture2DDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 0)
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#define s0_SamplerDescriptorIndex vk::RawBufferLoad<uint>(g_PushConstants.SharedConstants + 192)
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#else
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cbuffer PixelShaderConstants : register(b1, space4)
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{
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float4 g_SrcAlpha_DestAlpha : packoffset(c150);
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};
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cbuffer SharedConstants : register(b2, space4)
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{
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uint s0_Texture2DDescriptorIndex : packoffset(c0.x);
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uint s0_SamplerDescriptorIndex : packoffset(c12.x);
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DEFINE_SHARED_CONSTANTS();
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};
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#endif
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float4 main(
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in float4 iPos : SV_Position,
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in float4 iTexCoord0 : TEXCOORD0) : SV_Target0
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[s0_Texture2DDescriptorIndex];
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SamplerState samplerState = g_SamplerDescriptorHeap[s0_SamplerDescriptorIndex];
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float4 color = texture.Sample(samplerState, iTexCoord0.xy);
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if (any(or(iTexCoord0.xy < 0.0, iTexCoord0.xy > 1.0)))
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color = float4(0.0, 0.0, 0.0, 1.0);
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color.rgb *= color.a * g_SrcAlpha_DestAlpha.x;
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color.a = g_SrcAlpha_DestAlpha.y + (1.0 - color.a) * g_SrcAlpha_DestAlpha.x;
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return color;
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}
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@@ -38,7 +38,7 @@ cbuffer SharedConstants : register(b2, space4)
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#endif
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float4 main(in float4 position : SV_Position, in float2 texCoord : TEXCOORD0) : SV_Target
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float4 main(in float4 position : SV_Position, in float4 texCoord : TEXCOORD0) : SV_Target
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{
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Texture2D<float4> sampColor = g_Texture2DDescriptorHeap[sampColor_Texture2DDescriptorIndex];
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Texture2D<float4> sampVelocityMap = g_Texture2DDescriptorHeap[sampVelocityMap_Texture2DDescriptorIndex];
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@@ -48,19 +48,19 @@ float4 main(in float4 position : SV_Position, in float2 texCoord : TEXCOORD0) :
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SamplerState sampVelocityMap_s = g_SamplerDescriptorHeap[sampVelocityMap_SamplerDescriptorIndex];
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SamplerState sampZBuffer_s = g_SamplerDescriptorHeap[sampZBuffer_SamplerDescriptorIndex];
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float depth = sampZBuffer.SampleLevel(sampZBuffer_s, texCoord, 0).x;
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float4 velocityMap = sampVelocityMap.SampleLevel(sampVelocityMap_s, texCoord, 0);
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float depth = sampZBuffer.SampleLevel(sampZBuffer_s, texCoord.xy, 0).x;
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float4 velocityMap = sampVelocityMap.SampleLevel(sampVelocityMap_s, texCoord.xy, 0);
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float2 velocity = (velocityMap.xz + velocityMap.yw / 255.0) * 2.0 - 1.0;
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int sampleCount = min(64, round(length(velocity * g_ViewportSize.xy)));
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float2 sampleOffset = velocity / (float) sampleCount;
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float3 color = sampColor.SampleLevel(sampColor_s, texCoord, 0).rgb;
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float3 color = sampColor.SampleLevel(sampColor_s, texCoord.xy, 0).rgb;
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int count = 1;
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for (int i = 1; i <= sampleCount; i++)
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{
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float2 sampleCoord = texCoord + sampleOffset * i;
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float2 sampleCoord = texCoord.xy + sampleOffset * i;
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float3 sampleColor = sampColor.SampleLevel(sampColor_s, sampleCoord, 0).rgb;
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float sampleDepth = sampZBuffer.SampleLevel(sampZBuffer_s, sampleCoord, 0).x;
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@@ -37,6 +37,7 @@
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#include "../../tools/XenosRecomp/XenosRecomp/shader_common.h"
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#ifdef UNLEASHED_RECOMP_D3D12
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#include "shader/blend_color_alpha_ps.hlsl.dxil.h"
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#include "shader/copy_vs.hlsl.dxil.h"
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#include "shader/csd_filter_ps.hlsl.dxil.h"
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#include "shader/csd_no_tex_vs.hlsl.dxil.h"
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@@ -56,6 +57,7 @@
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#include "shader/resolve_msaa_depth_8x.hlsl.dxil.h"
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#endif
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#include "shader/blend_color_alpha_ps.hlsl.spirv.h"
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#include "shader/copy_vs.hlsl.spirv.h"
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#include "shader/csd_filter_ps.hlsl.spirv.h"
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#include "shader/csd_no_tex_vs.hlsl.spirv.h"
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@@ -4233,7 +4235,9 @@ static GuestShader* CreateShader(const be<uint32_t>* function, ResourceType reso
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{
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shader = g_userHeap.AllocPhysical<GuestShader>(resourceType);
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if (hash == 0xB1086A4947A797DE)
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if (hash == 0x85ED723035ECF535)
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shader->shader = CREATE_SHADER(blend_color_alpha_ps);
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else if (hash == 0xB1086A4947A797DE)
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shader->shader = CREATE_SHADER(csd_no_tex_vs);
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else if (hash == 0xB4CAFC034A37C8A8)
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shader->shader = CREATE_SHADER(csd_vs);
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