add game&rawdata
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31
gamedata/shaders/d3d11/model_scope_lense_night.ps.hlsl
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31
gamedata/shaders/d3d11/model_scope_lense_night.ps.hlsl
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#include "common.hlsli"
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#include "pnv.hlsli"
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uniform float4 m_hud_params;
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struct v2p
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{
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float2 tc0: TEXCOORD0;
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float3 tc1: TEXCOORD1;
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float4 c0: COLOR0;
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};
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float4 main(v2p I, float4 pos2d : SV_POSITION) : SV_Target
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{
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if (m_hud_params.y * m_hud_params.a < 0.0001f) {
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return 0.0f;
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}
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float4 t_base = s_base.Sample(smp_base, I.tc0);
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t_base.xyz = detonemap(t_base.xyz);
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float4 t_vp2 = s_image[pos2d.xy];
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t_vp2.xyz = calc_night_vision_effect(I.tc0, t_vp2, float3(1.0, 2.0, 1.0));
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float alpha = m_hud_params.y * m_hud_params.a;
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t_vp2 *= saturate(alpha * 2.0f - 1.0f);
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float3 final = lerp(t_vp2.xyz, t_base.xyz, t_base.a);
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return float4(final.xyz, saturate(alpha * 2.0f));
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}
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