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gamedata/shaders/r1/postprocess_cm_pre.ps.hlsl
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gamedata/shaders/r1/postprocess_cm_pre.ps.hlsl
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#include "common.hlsli"
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struct v2p
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{
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float4 color : COLOR0; // multiplier, color.w = noise_amount
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float4 gray : COLOR1; // (.3,.3,.3.,amount)
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float2 tc0 : TEXCOORD0; // base1 (duality)
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float2 tc1 : TEXCOORD1; // base2 (duality)
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float2 tc2 : TEXCOORD2; // base (noise)
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};
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uniform sampler2D s_base0;
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uniform sampler2D s_base1;
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uniform sampler2D s_distort;
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uniform sampler2D s_grad0;
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uniform sampler2D s_grad1;
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uniform float4 c_colormap;
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// Pixel
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float4 main(v2p I) : COLOR
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{
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float4 pre_pass = tex2D(s_base0, I.tc0);
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float grad_i = dot(pre_pass.rgb, (0.3333f).xxx);
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float3 image0 = tex2D(s_grad0, float2(grad_i, 0.5f));
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float3 image1 = tex2D(s_grad1, float2(grad_i, 0.5f));
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float3 image = lerp(image0, image1, c_colormap.y);
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image = lerp(pre_pass.rgb, image, c_colormap.x);
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return float4(image, 1.0f); // +mov
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}
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