diff options
author | Arisotura <thetotalworm@gmail.com> | 2019-05-25 19:36:47 +0200 |
---|---|---|
committer | Arisotura <thetotalworm@gmail.com> | 2019-05-25 19:36:47 +0200 |
commit | 70a324371451b872dc5b4bba3cff696ad7a1cbb3 (patch) | |
tree | f708cb421ee0aeeccf92883421368ed8647509ba | |
parent | 8c93a4557419ccdec2598af32e3305bdefbbd23b (diff) |
simpler GPU-compositing. will make it easier to grab neighbor 2D/3D pixels individually for filtering.
-rw-r--r-- | src/GPU.cpp | 6 | ||||
-rw-r--r-- | src/GPU2D.cpp | 322 | ||||
-rw-r--r-- | src/GPU2D.h | 1 | ||||
-rw-r--r-- | src/GPU3D_OpenGL.cpp | 2 | ||||
-rw-r--r-- | src/libui_sdl/main.cpp | 44 | ||||
-rw-r--r-- | src/libui_sdl/main_shaders.h | 142 |
6 files changed, 248 insertions, 269 deletions
diff --git a/src/GPU.cpp b/src/GPU.cpp index a7ea2a4..fe23a77 100644 --- a/src/GPU.cpp +++ b/src/GPU.cpp @@ -152,7 +152,7 @@ void Reset() VRAMMap_ARM7[1] = 0; int fbsize; - if (Accelerated) fbsize = (256*3 + 2) * 192; + if (Accelerated) fbsize = (256*3 + 1) * 192; else fbsize = 256 * 192; for (int i = 0; i < fbsize; i++) { @@ -177,7 +177,7 @@ void Reset() void Stop() { int fbsize; - if (Accelerated) fbsize = (256*3 + 2) * 192; + if (Accelerated) fbsize = (256*3 + 1) * 192; else fbsize = 256 * 192; memset(Framebuffer[0][0], 0, fbsize*4); memset(Framebuffer[0][1], 0, fbsize*4); @@ -257,7 +257,7 @@ void SetDisplaySettings(bool accel) if (accel != Accelerated) { int fbsize; - if (accel) fbsize = (256*3 + 2) * 192; + if (accel) fbsize = (256*3 + 1) * 192; else fbsize = 256 * 192; if (Framebuffer[0][0]) delete[] Framebuffer[0][0]; if (Framebuffer[1][0]) delete[] Framebuffer[1][0]; diff --git a/src/GPU2D.cpp b/src/GPU2D.cpp index 88249ba..4fe2209 100644 --- a/src/GPU2D.cpp +++ b/src/GPU2D.cpp @@ -617,10 +617,78 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor) return rb | g | 0xFF000000; } +u32 GPU2D::ColorComposite(int i, u32 val1, u32 val2) +{ + u32 coloreffect = 0; + u32 eva, evb; + + u32 flag1 = val1 >> 24; + u32 flag2 = val2 >> 24; + + u32 target2; + if (flag2 & 0x80) target2 = 0x1000; + else if (flag2 & 0x40) target2 = 0x0100; + else target2 = flag2 << 8; + + if ((flag1 & 0x80) && (BlendCnt & target2)) + { + // sprite blending + + coloreffect = 1; + + if (flag1 & 0x40) + { + eva = flag1 & 0x1F; + evb = 16 - eva; + } + else + { + eva = EVA; + evb = EVB; + } + } + else if ((flag1 & 0x40) && (BlendCnt & target2)) + { + // 3D layer blending + + coloreffect = 4; + } + else + { + if (flag1 & 0x80) flag1 = 0x10; + else if (flag1 & 0x40) flag1 = 0x01; + + if ((BlendCnt & flag1) && (WindowMask[i] & 0x20)) + { + coloreffect = (BlendCnt >> 6) & 0x3; + + if (coloreffect == 1) + { + if (BlendCnt & target2) + { + eva = EVA; + evb = EVB; + } + else + coloreffect = 0; + } + } + } + + switch (coloreffect) + { + case 0: return val1; + case 1: return ColorBlend4(val1, val2, eva, evb); + case 2: return ColorBrightnessUp(val1, EVY); + case 3: return ColorBrightnessDown(val1, EVY); + case 4: return ColorBlend5(val1, val2); + } +} + void GPU2D::DrawScanline(u32 line) { - int stride = Accelerated ? (256*3 + 2) : 256; + int stride = Accelerated ? (256*3 + 1) : 256; u32* dst = &Framebuffer[stride * line]; int n3dline = line; @@ -648,7 +716,6 @@ void GPU2D::DrawScanline(u32 line) if (Accelerated) { dst[256*3] = 0; - dst[256*3 + 1] = 0; } return; } @@ -747,14 +814,7 @@ void GPU2D::DrawScanline(u32 line) if (Accelerated) { - u32 ctl = (BlendCnt & 0x3FFF); - ctl |= ((DispCnt & 0x30000) >> 2); - ctl |= (EVA << 16); - ctl |= (EVB << 21); - ctl |= (EVY << 26); - - dst[256*3] = ctl; - dst[256*3 + 1] = MasterBrightness; + dst[256*3] = MasterBrightness | (DispCnt & 0x30000); return; } @@ -858,111 +918,57 @@ void GPU2D::DoCapture(u32 line, u32 width) // but when doing display capture, we do need the composited output // so we do it here - u32 bldcnteffect = (BlendCnt >> 6) & 0x3; - for (int i = 0; i < 256; i++) { u32 val1 = BGOBJLine[i]; - u32 val3 = BGOBJLine[256+i]; - u32 val2 = BGOBJLine[512+i]; + u32 val2 = BGOBJLine[256+i]; + u32 val3 = BGOBJLine[512+i]; + + u32 compmode = (val3 >> 24) & 0xF; - if ((val1 >> 30) == 1) + if (compmode == 4) { - u32 _3dval = _3DLine[val1 & 0xFF]; + // 3D on top, blending + + u32 _3dval = _3DLine[val3 & 0xFF]; if ((_3dval >> 24) > 0) - { - val1 = _3dval | 0x40000000; - val2 = val3; - } + val1 = ColorBlend5(_3dval, val1); else - val1 = val3; + val1 = val2; } - else if ((val3 >> 30) == 1) + else if (compmode == 1) { + // 3D on bottom, blending + u32 _3dval = _3DLine[val3 & 0xFF]; if ((_3dval >> 24) > 0) - val2 = _3dval | 0x40000000; - } - else - val2 = val3; - - val1 &= ~0x00800000; - val2 &= ~0x00800000; - - u32 coloreffect, eva, evb; - - u32 flag1 = val1 >> 24; - u32 flag2 = val2 >> 24; - - u32 target2; - if (flag2 & 0x80) target2 = 0x1000; - else if (flag2 & 0x40) target2 = 0x0100; - else target2 = flag2 << 8; - - if ((flag1 & 0x80) && (BlendCnt & target2)) - { - // sprite blending - - coloreffect = 1; - - if (flag1 & 0x40) { - eva = flag1 & 0x1F; - evb = 16 - eva; + u32 eva = (val3 >> 8) & 0x1F; + u32 evb = (val3 >> 16) & 0x1F; + + val1 = ColorBlend4(val1, _3dval, eva, evb); } else - { - eva = EVA; - evb = EVB; - } + val1 = val2; } - else if ((flag1 & 0x40) && (BlendCnt & target2)) + else if (compmode <= 3) { - // 3D layer blending + // 3D on top, normal/fade - BGOBJLine[i] = ColorBlend5(val1, val2); - continue; - } - else - { - if (flag1 & 0x80) flag1 = 0x10; - else if (flag1 & 0x40) flag1 = 0x01; - - if ((BlendCnt & flag1) && (WindowMask[i] & 0x20)) + u32 _3dval = _3DLine[val3 & 0xFF]; + if ((_3dval >> 24) > 0) { - if ((bldcnteffect == 1) && (BlendCnt & target2)) - { - coloreffect = 1; - eva = EVA; - evb = EVB; - } - else if (bldcnteffect >= 2) - coloreffect = bldcnteffect; - else - coloreffect = 0; + u32 evy = (val3 >> 8) & 0x1F; + + val1 = _3dval; + if (compmode == 2) val1 = ColorBrightnessUp(val1, evy); + else if (compmode == 3) val1 = ColorBrightnessDown(val1, evy); } else - coloreffect = 0; + val1 = val2; } - switch (coloreffect) - { - case 0: - BGOBJLine[i] = val1; - break; - - case 1: - BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb); - break; - - case 2: - BGOBJLine[i] = ColorBrightnessUp(val1, EVY); - break; - - case 3: - BGOBJLine[i] = ColorBrightnessDown(val1, EVY); - break; - } + BGOBJLine[i] = val1; } } } @@ -1374,94 +1380,102 @@ void GPU2D::DrawScanline_BGOBJ(u32 line) if (!Accelerated) { - u32 bldcnteffect = (BlendCnt >> 6) & 0x3; - for (int i = 0; i < 256; i++) { u32 val1 = BGOBJLine[i]; u32 val2 = BGOBJLine[256+i]; - u32 coloreffect, eva, evb; + BGOBJLine[i] = ColorComposite(i, val1, val2); + } + } + else + { + if (Num == 0) + { + for (int i = 0; i < 256; i++) + { + u32 val1 = BGOBJLine[i]; + u32 val2 = BGOBJLine[256+i]; + u32 val3 = BGOBJLine[512+i]; - u32 flag1 = val1 >> 24; - u32 flag2 = val2 >> 24; + u32 flag1 = val1 >> 24; + u32 flag2 = val2 >> 24; - u32 target2; - if (flag2 & 0x80) target2 = 0x1000; - else if (flag2 & 0x40) target2 = 0x0100; - else target2 = flag2 << 8; + u32 bldcnteffect = (BlendCnt >> 6) & 0x3; - if ((flag1 & 0x80) && (BlendCnt & target2)) - { - // sprite blending + u32 target1; + if (flag1 & 0x80) target1 = 0x0010; + else if (flag1 & 0x40) target1 = 0x0001; + else target1 = flag1; - coloreffect = 1; + u32 target2; + if (flag2 & 0x80) target2 = 0x1000; + else if (flag2 & 0x40) target2 = 0x0100; + else target2 = flag2 << 8; - if (flag1 & 0x40) + if (((flag1 & 0xC0) == 0x40) && (BlendCnt & target2)) { - eva = flag1 & 0x1F; - evb = 16 - eva; + // 3D on top, blending + + BGOBJLine[i] = val2; + BGOBJLine[256+i] = ColorComposite(i, val2, val3); + BGOBJLine[512+i] = 0x04000000 | (val1 & 0xFF); } - else + else if ((flag1 & 0xC0) == 0x40) { - eva = EVA; - evb = EVB; - } - } - else if ((flag1 & 0x40) && (BlendCnt & target2)) - { - // 3D layer blending + // 3D on top, normal/fade - BGOBJLine[i] = ColorBlend5(val1, val2); - continue; - } - else - { - if (flag1 & 0x80) flag1 = 0x10; - else if (flag1 & 0x40) flag1 = 0x01; + if (bldcnteffect == 1) bldcnteffect = 0; + if (!(BlendCnt & 0x0001)) bldcnteffect = 0; + if (!(WindowMask[i] & 0x20)) bldcnteffect = 0; - if ((BlendCnt & flag1) && (WindowMask[i] & 0x20)) + BGOBJLine[i] = val2; + BGOBJLine[256+i] = ColorComposite(i, val2, val3); + BGOBJLine[512+i] = (bldcnteffect << 24) | (EVY << 8) | (val1 & 0xFF); + } + else if (((flag2 & 0xC0) == 0x40) && ((BlendCnt & 0x01C0) == 0x0140)) { - if ((bldcnteffect == 1) && (BlendCnt & target2)) + // 3D on bottom, blending + + u32 eva, evb; + if ((flag1 & 0xC0) == 0xC0) + { + eva = flag1 & 0x1F; + evb = 16 - eva; + } + else if ((BlendCnt & target1) && (WindowMask[i] & 0x20)) { - coloreffect = 1; eva = EVA; evb = EVB; } - else if (bldcnteffect >= 2) - coloreffect = bldcnteffect; else - coloreffect = 0; + bldcnteffect = 7; + + BGOBJLine[i] = val1; + BGOBJLine[256+i] = ColorComposite(i, val1, val3); + BGOBJLine[512+i] = (bldcnteffect << 24) | (EVB << 16) | (EVA << 8) | (val1 & 0xFF); } else - coloreffect = 0; - } - - switch (coloreffect) - { - case 0: - BGOBJLine[i] = val1; - break; - - case 1: - BGOBJLine[i] = ColorBlend4(val1, val2, eva, evb); - break; - - case 2: - BGOBJLine[i] = ColorBrightnessUp(val1, EVY); - break; + { + // no potential 3D pixel involved - case 3: - BGOBJLine[i] = ColorBrightnessDown(val1, EVY); - break; + BGOBJLine[i] = ColorComposite(i, val1, val2); + BGOBJLine[256+i] = 0; + BGOBJLine[512+i] = 0x07000000; + } } } - } - else - { - for (int i = 0; i < 256; i++) + else { - BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18); + for (int i = 0; i < 256; i++) + { + u32 val1 = BGOBJLine[i]; + u32 val2 = BGOBJLine[256+i]; + + BGOBJLine[i] = ColorComposite(i, val1, val2); + BGOBJLine[256+i] = 0; + BGOBJLine[512+i] = 0x07000000; + } } } diff --git a/src/GPU2D.h b/src/GPU2D.h index 78e62f5..21b43f1 100644 --- a/src/GPU2D.h +++ b/src/GPU2D.h @@ -127,6 +127,7 @@ private: u32 ColorBlend5(u32 val1, u32 val2); u32 ColorBrightnessUp(u32 val, u32 factor); u32 ColorBrightnessDown(u32 val, u32 factor); + u32 ColorComposite(int i, u32 val1, u32 val2); template<u32 bgmode> void DrawScanlineBGMode(u32 line, u32 nsprites); void DrawScanlineBGMode6(u32 line, u32 nsprites); diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index 9144792..c759147 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -890,6 +890,8 @@ void RenderSceneChunk(int y, int h) glBindBuffer(GL_ARRAY_BUFFER, ClearVertexBufferID); glBindVertexArray(ClearVertexArrayID); glDrawArrays(GL_TRIANGLES, 0, 2*3); + + glFlush(); } } diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp index 3a99d95..2e0c271 100644 --- a/src/libui_sdl/main.cpp +++ b/src/libui_sdl/main.cpp @@ -216,7 +216,7 @@ bool GLScreen_Init() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 1024, 1536, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL); GL_ScreenSizeDirty = true; @@ -317,31 +317,31 @@ void GLScreen_DrawScreen() switch (ScreenRotation) { case 0: - s0 = 0; t0 = 768; - s1 = scwidth; t1 = 768; - s2 = 0; t2 = 768+scheight; - s3 = scwidth; t3 = 768+scheight; + s0 = 0; t0 = 192; + s1 = scwidth; t1 = 192; + s2 = 0; t2 = 192+scheight; + s3 = scwidth; t3 = 192+scheight; break; case 1: - s0 = 0; t0 = 768+scheight; - s1 = 0; t1 = 768; - s2 = scwidth; t2 = 768+scheight; - s3 = scwidth; t3 = 768; + s0 = 0; t0 = 192+scheight; + s1 = 0; t1 = 192; + s2 = scwidth; t2 = 192+scheight; + s3 = scwidth; t3 = 192; break; case 2: - s0 = scwidth; t0 = 768+scheight; - s1 = 0; t1 = 768+scheight; - s2 = scwidth; t2 = 768; - s3 = 0; t3 = 768; + s0 = scwidth; t0 = 192+scheight; + s1 = 0; t1 = 192+scheight; + s2 = scwidth; t2 = 192; + s3 = 0; t3 = 192; break; case 3: - s0 = scwidth; t0 = 768; - s1 = scwidth; t1 = 768+scheight; - s2 = 0; t2 = 768; - s3 = 0; t3 = 768+scheight; + s0 = scwidth; t0 = 192; + s1 = scwidth; t1 = 192+scheight; + s2 = 0; t2 = 192; + s3 = 0; t3 = 192+scheight; break; } @@ -381,14 +381,14 @@ void GLScreen_DrawScreen() { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256, 192, GL_RGBA_INTEGER, + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]); } else { - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 2, 192, GL_RGBA_INTEGER, + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 2, 192, GL_RGBA_INTEGER, + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192, 256*3 + 1, 192, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]); } } @@ -2241,11 +2241,13 @@ void DestroyMainWindow() void RecreateMainWindow(bool opengl) { - int winX, winY; + int winX, winY, maxi; uiWindowPosition(MainWindow, &winX, &winY); + maxi = uiWindowMaximized(MainWindow); DestroyMainWindow(); CreateMainWindow(opengl); uiWindowSetPosition(MainWindow, winX, winY); + uiWindowSetMaximized(MainWindow, maxi); } diff --git a/src/libui_sdl/main_shaders.h b/src/libui_sdl/main_shaders.h index d6d898d..a855f1b 100644 --- a/src/libui_sdl/main_shaders.h +++ b/src/libui_sdl/main_shaders.h @@ -66,121 +66,81 @@ void main() { ivec4 pixel = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord), 0)); - // bit0-13: BLDCNT - // bit14-15: DISPCNT display mode - // bit16-20: EVA - // bit21-25: EVB - // bit26-30: EVY - ivec4 ctl = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); - ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3 + 1, int(fTexcoord.y)), 0)); - int dispmode = (ctl.g >> 6) & 0x3; + ivec4 mbright = ivec4(texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0)); + int dispmode = mbright.b & 0x3; if (dispmode == 1) { - int eva = ctl.b & 0x1F; - int evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3); - int evy = ctl.a >> 2; + ivec4 val1 = pixel; + ivec4 val2 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); + ivec4 val3 = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); - ivec4 top = pixel; - ivec4 mid = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0)); - ivec4 bot = ivec4(texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0)); + int compmode = val3.a & 0xF; + int eva, evb, evy; - int winmask = top.b >> 7; - - if ((top.a & 0xC0) == 0x40) + if (compmode == 4) { - float xpos = top.r + fract(fTexcoord.x); - float ypos = mod(fTexcoord.y, 768); - ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra - * vec4(63,63,63,31)); + // 3D on top, blending - if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; } - else top = mid; - } - else if ((mid.a & 0xC0) == 0x40) - { - float xpos = mid.r + fract(fTexcoord.x); - float ypos = mod(fTexcoord.y, 768); + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra * vec4(63,63,63,31)); - if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; } - } - else - { - // conditional texture fetch no good for performance, apparently - //texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0); - bot = mid; - } - - top.b &= 0x3F; - bot.b &= 0x3F; - - int target2; - if ((bot.a & 0x80) != 0) target2 = 0x10; - else if ((bot.a & 0x40) != 0) target2 = 0x01; - else target2 = bot.a; - bool t2pass = ((ctl.g & target2) != 0); - - int coloreffect = 0; + if (_3dpix.a > 0) + { + eva = (_3dpix.a & 0x1F) + 1; + evb = 32 - eva; - if ((top.a & 0x80) != 0 && t2pass) + val1 = ((_3dpix * eva) + (val1 * evb)) >> 5; + if (eva <= 16) val1 += ivec4(1,1,1,0); + val1 = min(val1, 0x3F); + } + else + val1 = val2; + } + else if (compmode == 1) { - // sprite blending + // 3D on bottom, blending - coloreffect = 1; + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); + ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra + * vec4(63,63,63,31)); - if ((top.a & 0x40) != 0) + if (_3dpix.a > 0) { - eva = top.a & 0x1F; - evb = 16 - eva; + eva = val3.g; + evb = val3.b; + + val1 = ((val1 * eva) + (_3dpix * evb)) >> 4; + val1 = min(val1, 0x3F); } + else + val1 = val2; } - else if ((top.a & 0x40) != 0 && t2pass) + else if (compmode <= 3) { - // 3D layer blending + // 3D on top, normal/fade - coloreffect = 4; - eva = (top.a & 0x1F) + 1; - evb = 32 - eva; - } - else - { - if ((top.a & 0x80) != 0) top.a = 0x10; - else if ((top.a & 0x40) != 0) top.a = 0x01; + float xpos = val3.r + fract(fTexcoord.x); + float ypos = mod(fTexcoord.y, 192); + ivec4 _3dpix = ivec4(texelFetch(_3DTex, ivec2(vec2(xpos, ypos)*u3DScale), 0).bgra + * vec4(63,63,63,31)); - if ((ctl.r & top.a) != 0 && winmask != 0) + if (_3dpix.a > 0) { - int effect = ctl.r >> 6; - if ((effect != 1) || t2pass) coloreffect = effect; + evy = val3.g; + + val1 = _3dpix; + if (compmode == 2) val1 += ((ivec4(0x3F,0x3F,0x3F,0) - val1) * evy) >> 4; + else if (compmode == 3) val1 -= (val1 * evy) >> 4; } + else + val1 = val2; } - if (coloreffect == 0) - { - pixel = top; - } - else if (coloreffect == 1) - { - pixel = ((top * eva) + (bot * evb)) >> 4; - pixel = min(pixel, 0x3F); - } - else if (coloreffect == 2) - { - pixel = top; - pixel += ((ivec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4; - } - else if (coloreffect == 3) - { - pixel = top; - pixel -= (pixel * evy) >> 4; - } - else - { - pixel = ((top * eva) + (bot * evb)) >> 5; - if (eva <= 16) pixel += ivec4(1,1,1,0); - pixel = min(pixel, 0x3F); - } + pixel = val1; } if (dispmode != 0) |