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54 lines
1.1 KiB
Plaintext
54 lines
1.1 KiB
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float2 outputSize;
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uniform int swap;
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struct VertData
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData vert_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSColorFilter(VertData vert_in) : TARGET
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{
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uvec2 outputPos = uvec2(vert_in.uv * outputSize);
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uint fst = outputPos.x * 3u / 4u;
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vec4 color_0 = texelFetch(image, ivec2(fst, outputPos.y), 0);
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uint snd = (outputPos.x * 3u + 1u) / 4u;
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vec4 color_1 = texelFetch(image, ivec2(snd, outputPos.y), 0);
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uint trd = (outputPos.x * 3u + 2u) / 4u;
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vec4 color_2 = texelFetch(image, ivec2(trd, outputPos.y), 0);
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vec4 result = vec4(
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color_0.barg[outputPos.x % 4u],
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color_1.gbar[outputPos.x % 4u],
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color_2.rgba[outputPos.x % 4u],
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1.0
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);
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if (swap == 1)
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return result.rgba;
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else
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return result.bgra;
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSColorFilter(vert_in);
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}
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}
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