add game&rawdata
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25
gamedata/shaders/r1/postprocess_cm.lua
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25
gamedata/shaders/r1/postprocess_cm.lua
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-- normal color mapped pp
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function normal(shader, t_base, t_second, t_detail)
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shader:begin("null", "postprocess")
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:fog(false)
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:zb(false, false)
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-- shader:sampler ("s_base0") :texture(t_rt) : clamp() : f_linear ()
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-- shader:sampler ("s_base1") :texture(t_rt) : clamp() : f_linear ()
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shader:sampler("s_base0"):texture("$user$rendertarget_color_map"):clamp():f_linear()
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shader:sampler("s_base1"):texture("$user$rendertarget_color_map"):clamp():f_linear()
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shader:sampler("s_noise"):texture(t_noise):f_linear()
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end
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function l_special(shader, t_base, t_second, t_detail)
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shader:begin("null", "postprocess_cm_pre")
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:fog(false)
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:zb(false, false)
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shader:sampler("s_distort"):texture(t_distort):clamp():f_linear()
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shader:sampler("s_base0"):texture(t_rt):clamp():f_linear()
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shader:sampler("s_base1"):texture(t_rt):clamp():f_linear()
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shader:sampler("s_noise"):texture(t_noise):f_linear()
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-- shader:sampler ("s_grad0") :texture("grad\\grad_red_yellow") : clamp() : f_linear ()
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-- shader:sampler ("s_grad1") :texture("grad\\grad_test1") : clamp() : f_linear ()
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shader:sampler("s_grad0"):texture("$user$cmap0"):clamp():f_linear()
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shader:sampler("s_grad1"):texture("$user$cmap1"):clamp():f_linear()
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end
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