add game&rawdata
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38
gamedata/shaders/d3d11/postprocess_cm.ps.hlsl
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38
gamedata/shaders/d3d11/postprocess_cm.ps.hlsl
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#include "common.hlsli"
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Texture2D s_base0;
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Texture2D s_base1;
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Texture2D s_noise;
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Texture2D s_grad0;
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Texture2D s_grad1;
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uniform float4 c_brightness;
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uniform float4 c_colormap;
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// Pixel
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float4 main(p_postpr I) : SV_Target
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{
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float3 t_0 = saturate(s_base0.Sample(smp_rtlinear, I.Tex0.xy).xyz);
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float3 t_1 = saturate(s_base1.Sample(smp_rtlinear, I.Tex1.xy).xyz);
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float3 image_o = (t_0 + t_1) * 0.5f;
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float grad_i = dot(image_o, 0.3333f);
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float3 image0 = s_grad0.Sample(smp_rtlinear, float2(grad_i, 0.5f)).xyz;
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float3 image1 = s_grad1.Sample(smp_rtlinear, float2(grad_i, 0.5f)).xyz;
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float3 image = lerp(image0, image1, c_colormap.y);
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image = lerp(image_o, image, c_colormap.x);
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float gray = dot(image, I.Gray.xyz);
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image = lerp(gray, image, I.Gray.w);
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float3 t_noise = s_noise.Sample(smp_linear, I.Tex2.xy).xyz;
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float3 noised = image * t_noise * 2.0f;
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image = lerp(noised, image, I.Color.w);
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image = (image * I.Color.xyz + c_brightness.xyz) * 2.0f;
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return float4(image, 1.0h);
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}
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