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50 lines
1.1 KiB
50 lines
1.1 KiB
5 years ago
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// DYNAMIC: "CMBO_USERENDERTARGET" "0..1"
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#include "shader_constant_register_map.h"
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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sampler DistortMapTextureSampler : register( s1 );
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struct PS_INPUT
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{
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float2 vBaseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float2 vOriginal = i.vBaseTexCoord.xy;
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float4 vRead = tex2D( DistortMapTextureSampler, vOriginal );
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float2 vGreen;
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vGreen.r = ( vRead.x + vRead.z ) / 2.0;
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vGreen.g = ( vRead.y + vRead.w ) / 2.0;
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float4 vFinal;
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vFinal.r = tex2D( BaseTextureSampler, vRead.xy ).r;
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vFinal.ga = tex2D( BaseTextureSampler, vGreen ).ga;
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vFinal.b = tex2D( BaseTextureSampler, vRead.zw ).b;
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float fBoundsCheck;
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#if ( CMBO_USERENDERTARGET )
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{
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fBoundsCheck = saturate( dot( (vGreen.xy < float2(0.01,0.01)), float2(1,1)) + dot( (vGreen.xy > float2(0.99,0.99)), float2(1,1)) );
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}
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#else
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{
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fBoundsCheck = saturate( dot( (vGreen.xy < float2(0.005,0.005)), float2(1,1)) + dot( (vGreen.xy > float2(0.995,0.995)), float2(1,1))
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+ (vGreen.x > 0.495 && vGreen.x < 0.505 ) );
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}
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#endif
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vFinal.xyz = lerp( vFinal.xyz, float3(0,0,0), fBoundsCheck );
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return vFinal;
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}
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