add game&rawdata
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25
gamedata/shaders/r1/postprocess_cm.s
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25
gamedata/shaders/r1/postprocess_cm.s
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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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