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@ -964,6 +964,49 @@ void CreateShaders()
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"\0";
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/**/
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/**
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blending depends on MSAA state
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eg. if MSAA is enabled we need to do blending per sample!
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Rr = Rs * sr OP Rd * dr
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Gr = Gs * sg OP Gd * dg
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Br = Bs * sb OP Bd * db
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Ar = As * sa OP Ad * da
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multiplication of factors: v8muld
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OP can be:
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add: v8adds
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sub: v8subs
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reverse sub: v8subs
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factors sx and dx can be:
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zero: small immediate
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one: small immediate
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src color:
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1 - src color: not
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dst color:
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1 - dst color: not
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src alpha:
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1 - src alpha: not
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dst alpha:
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1 - dst alpha: not
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constant color: load immediate
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1 - constant color:
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constant alpha:
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1 - constant alpha:
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24
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16
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16777215: 00ff ffff
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-16777216: ff00 0000
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src alpha saturate:
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i = min(As, 1 - Ad)
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res = (i, i, i, 1)
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1-Ad not(Ad)
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minres = v8min As, 1-Ad
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(minres & (00ff ffff)) | (ff00 0000)
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/**/
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/**/
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//display a color
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char fs_asm_code[] =
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