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gamedata/shaders/r1/fxaa_main.ps.hlsl
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gamedata/shaders/r1/fxaa_main.ps.hlsl
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#include "common.hlsli"
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#include "fxaa.hlsli"
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uniform float4 screen_res;
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uniform sampler2D s_image;
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struct v2p
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{
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float2 tc0 : TEXCOORD0;
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float4 HPos : POSITION;
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};
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float4 main(v2p I) : COLOR
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{
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float2 rcpFrame = screen_res.zw;
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return FxaaPixelShader(I.tc0,
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FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsolePosPos,
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s_image, // FxaaTex tex,
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s_image, // FxaaTex fxaaConsole360TexExpBiasNegOne,
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s_image, // FxaaTex fxaaConsole360TexExpBiasNegTwo,
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rcpFrame, // FxaaFloat2 fxaaQualityRcpFrame,
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FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt,
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FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f), // FxaaFloat4 fxaaConsole360RcpFrameOpt2,
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0.35f, // FxaaFloat fxaaQualitySubpix,
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0.125f, // FxaaFloat fxaaQualityEdgeThreshold,
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0.0f, // 0.0625f, // FxaaFloat fxaaQualityEdgeThresholdMin,
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0.0f, // FxaaFloat fxaaConsoleEdgeSharpness,
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0.0f, // FxaaFloat fxaaConsoleEdgeThreshold,
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0.0f, // FxaaFloat fxaaConsoleEdgeThresholdMin,
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FxaaFloat4(0.0f, 0.0f, 0.0f, 0.0f) // FxaaFloat fxaaConsole360ConstDir,
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);
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}
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