Initial re-upload of spice2x-24-08-24
This commit is contained in:
111
hooks/graphics/backends/d3d9/shaders/vertex_shader.h
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111
hooks/graphics/backends/d3d9/shaders/vertex_shader.h
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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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// float4 ColorMultiply;
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// float2 ConstantHalfTexelFixupOffset;
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// float4x4 WorldViewProjection;
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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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// WorldViewProjection c0 4
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// ColorMultiply c4 1
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// ConstantHalfTexelFixupOffset c63 1
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//
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vs_1_1
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dcl_position v0
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dcl_color v1
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dcl_texcoord v2
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dp4 oPos.z, v0, c2
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mul oD0, v1, c4
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dp4 r0.x, v0, c0
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dp4 r0.y, v0, c1
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dp4 r0.z, v0, c3
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mad oPos.xy, c63, r0.z, r0
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mov oPos.w, r0.z
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mov oT0.xy, v2
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// approximately 8 instruction slots used
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#endif
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const BYTE g_vs11_vs_main[] =
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{
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1, 1, 254, 255, 254, 255,
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64, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 211, 0,
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0, 0, 1, 1, 254, 255,
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3, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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204, 0, 0, 0, 88, 0,
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0, 0, 2, 0, 4, 0,
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1, 0, 18, 0, 104, 0,
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0, 0, 0, 0, 0, 0,
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120, 0, 0, 0, 2, 0,
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63, 0, 1, 0, 254, 0,
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152, 0, 0, 0, 0, 0,
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0, 0, 168, 0, 0, 0,
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2, 0, 0, 0, 4, 0,
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2, 0, 188, 0, 0, 0,
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0, 0, 0, 0, 67, 111,
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108, 111, 114, 77, 117, 108,
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116, 105, 112, 108, 121, 0,
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171, 171, 1, 0, 3, 0,
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1, 0, 4, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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67, 111, 110, 115, 116, 97,
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110, 116, 72, 97, 108, 102,
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84, 101, 120, 101, 108, 70,
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105, 120, 117, 112, 79, 102,
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102, 115, 101, 116, 0, 171,
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171, 171, 1, 0, 3, 0,
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1, 0, 2, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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87, 111, 114, 108, 100, 86,
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105, 101, 119, 80, 114, 111,
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106, 101, 99, 116, 105, 111,
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110, 0, 3, 0, 3, 0,
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4, 0, 4, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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118, 115, 95, 49, 95, 49,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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49, 48, 46, 49, 0, 171,
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31, 0, 0, 0, 0, 0,
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0, 128, 0, 0, 15, 144,
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31, 0, 0, 0, 10, 0,
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0, 128, 1, 0, 15, 144,
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31, 0, 0, 0, 5, 0,
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0, 128, 2, 0, 15, 144,
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9, 0, 0, 0, 0, 0,
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4, 192, 0, 0, 228, 144,
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2, 0, 228, 160, 5, 0,
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0, 0, 0, 0, 15, 208,
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1, 0, 228, 144, 4, 0,
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228, 160, 9, 0, 0, 0,
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0, 0, 1, 128, 0, 0,
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228, 144, 0, 0, 228, 160,
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9, 0, 0, 0, 0, 0,
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2, 128, 0, 0, 228, 144,
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1, 0, 228, 160, 9, 0,
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0, 0, 0, 0, 4, 128,
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0, 0, 228, 144, 3, 0,
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228, 160, 4, 0, 0, 0,
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0, 0, 3, 192, 63, 0,
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228, 160, 0, 0, 170, 128,
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0, 0, 228, 128, 1, 0,
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0, 0, 0, 0, 8, 192,
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0, 0, 170, 128, 1, 0,
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0, 0, 0, 0, 3, 224,
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2, 0, 228, 144, 255, 255,
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0, 0
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};
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40
hooks/graphics/backends/d3d9/shaders/vertex_shader.hlsl
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40
hooks/graphics/backends/d3d9/shaders/vertex_shader.hlsl
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@@ -0,0 +1,40 @@
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/*
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* original source
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* vs.1.1 //Shader version 1.1
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* dcl_position v0;
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* dcl_color v1;
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* dcl_texcoord0 v2;
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* m4x4 oPos, v0, c0
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* mul oD0, v1, c4
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* mov oT0.xy, v2
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*
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* build command
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* fxc.exe /Vi vertex-shader.hlsl /Fh vertex-shader.h /T vs_1_1 /E vs_main
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*/
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float4x4 WorldViewProjection : register(c0);
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float4 ColorMultiply : register(c4);
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float2 ConstantHalfTexelFixupOffset : register(c63);
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struct VS {
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float4 Position : POSITION; // dcl_position v0;
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float4 Color : COLOR; // dcl_color v1;
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float2 TexCoord : TEXCOORD0; // dcl_texcoord0 v2;
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};
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VS vs_main(VS input)
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{
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VS output;
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output.Position = mul(input.Position, WorldViewProjection); // m4x4 oPos, v0, c0
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output.Color.x = mul(input.Color.x, ColorMultiply.x); // mul oD0, v1, c4
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output.Color.y = mul(input.Color.y, ColorMultiply.y);
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output.Color.z = mul(input.Color.z, ColorMultiply.z);
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output.Color.w = mul(input.Color.w, ColorMultiply.w);
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output.TexCoord = input.TexCoord; // mov oT0.xy, v2
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// fix texture position
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output.Position.xy += ConstantHalfTexelFixupOffset.xy * output.Position.w;
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return output;
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}
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