separate d3d9 and opengl shaders into 2 headers
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6 changed files with 113 additions and 25 deletions
101
inc/d3d9shader.h
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101
inc/d3d9shader.h
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@ -0,0 +1,101 @@
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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// Parameters:
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//
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// sampler2D PaletteTex;
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// sampler2D SurfaceTex;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// SurfaceTex s0 1
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// PaletteTex s1 1
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//
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ps_2_0
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def c0, 0.99609375, 0.001953125, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s0
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mad r0.x, r0.x, c0.x, c0.y
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mov r0.y, c0.z
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texld r0, r0, s1
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mov oC0, r0
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// approximately 5 instruction slots used (2 texture, 3 arithmetic)
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// fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h
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/*
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uniform sampler2D SurfaceTex;
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uniform sampler2D PaletteTex;
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float4 main(float2 texCoords : TEXCOORD) : COLOR
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{
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float pIndex = tex2D(SurfaceTex, texCoords).r;
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return tex2D(PaletteTex, float2(pIndex * (255./256) + (0.5/256), 0));
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}
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*/
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#endif
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const BYTE PalettePixelShaderSrc[] =
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{
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0, 2, 255, 255, 254, 255,
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44, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 131, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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124, 0, 0, 0, 68, 0,
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0, 0, 3, 0, 1, 0,
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1, 0, 0, 0, 80, 0,
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0, 0, 0, 0, 0, 0,
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96, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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108, 0, 0, 0, 0, 0,
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0, 0, 80, 97, 108, 101,
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116, 116, 101, 84, 101, 120,
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0, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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83, 117, 114, 102, 97, 99,
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101, 84, 101, 120, 0, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 49, 48,
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46, 49, 0, 171, 81, 0,
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0, 5, 0, 0, 15, 160,
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0, 0, 127, 63, 0, 0,
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0, 59, 0, 0, 0, 0,
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0, 0, 0, 0, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 176, 0, 8,
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228, 160, 4, 0, 0, 4,
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0, 0, 1, 128, 0, 0,
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0, 128, 0, 0, 0, 160,
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0, 0, 85, 160, 1, 0,
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0, 2, 0, 0, 2, 128,
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0, 0, 170, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 128, 1, 8,
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228, 160, 1, 0, 0, 2,
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0, 8, 15, 128, 0, 0,
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228, 128, 255, 255, 0, 0
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};
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