[D3D12] Point sprites and color exponent bias
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34
src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli
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34
src/xenia/gpu/d3d12/shaders/xenos_draw.hlsli
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#ifndef XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_
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#define XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_
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cbuffer XeSystemConstants : register(b0) {
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// vec4 0
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float3 xe_mul_rcp_w;
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uint xe_vertex_base_index;
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// vec4 1
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float3 xe_ndc_scale;
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uint xe_vertex_index_endian;
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// vec4 2
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float3 xe_ndc_offset;
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float xe_pixel_half_pixel_offset;
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// vec4 3
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float2 xe_point_size;
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float2 xe_ssaa_inv_scale;
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// vec4 4
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uint xe_pixel_pos_reg;
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int xe_alpha_test;
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float2 xe_alpha_test_range;
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// vec4 5
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float4 xe_color_exp_bias;
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// vec4 6
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uint4 xe_color_output_map;
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};
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struct XeVertex {
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float4 interpolators[16] : TEXCOORD0;
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float2 point_coord : TEXCOORD16;
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float4 position : SV_Position;
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float point_size : PSIZE;
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};
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#endif // XENIA_GPU_D3D12_SHADERS_XENOS_DRAW_HLSLI_
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