add game&rawdata
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40
gamedata/shaders/r3/postprocess.s
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40
gamedata/shaders/r3/postprocess.s
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-- normal pp
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t_rt = "$user$albedo"
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t_noise = "fx\\fx_noise2"
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function normal (shader, t_base, t_second, t_detail)
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shader:begin ("stub_notransform_postpr","postprocess")
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: fog (false)
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: zb (false,false)
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-- shader:sampler ("s_base0") :texture("$user$albedo") : clamp() : f_linear ()
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-- shader:sampler ("s_base1") :texture("$user$albedo") : clamp() : f_linear ()
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-- shader:sampler ("s_noise") :texture("fx\\fx_noise2") : f_linear ()
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shader:dx10texture ("s_base0", "$user$albedo")
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shader:dx10texture ("s_base1", "$user$albedo")
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shader:dx10texture ("s_noise", "fx\\fx_noise2")
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shader:dx10sampler ("smp_rtlinear")
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shader:dx10sampler ("smp_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 ("stub_notransform_postpr","postprocess_CM")
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: fog (false)
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: zb (false,false)
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-- shader:sampler ("s_base0") :texture("$user$albedo") : clamp() : f_linear ()
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-- shader:sampler ("s_base1") :texture("$user$albedo") : clamp() : f_linear ()
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-- shader:sampler ("s_noise") :texture("fx\\fx_noise2") : f_linear ()
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shader:dx10texture ("s_base0", "$user$albedo")
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shader:dx10texture ("s_base1", "$user$albedo")
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shader:dx10texture ("s_noise", "fx\\fx_noise2")
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shader:dx10sampler ("smp_rtlinear")
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shader:dx10sampler ("smp_linear")
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-- shader:sampler ("s_grad1") :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:dx10texture ("s_grad0", "$user$cmap0")
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shader:dx10texture ("s_grad1", "$user$cmap1")
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end
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