40 lines
1.3 KiB
PostScript
40 lines
1.3 KiB
PostScript
#include "common.h"
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/*
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struct v2p
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{
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//D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_SPECULAR|D3DFVF_TEX3
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float4 color: COLOR0; // multiplier, color.w = noise_amount
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float4 gray: COLOR1; // (.3,.3,.3.,amount)
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float2 tc0: TEXCOORD0; // base1 (duality)
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float2 tc1: TEXCOORD1; // base2 (duality)
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float2 tc2: TEXCOORD2; // base (noise)
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};
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*/
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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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uniform float4 c_brightness;
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//////////////////////////////////////////////////////////////////////////////////////////
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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 = tex2D (s_base0,I.tc0);
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// float3 t_1 = tex2D (s_base1,I.tc1);
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float3 t_0 = s_base0.Sample( smp_rtlinear, I.Tex0);
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float3 t_1 = s_base1.Sample( smp_rtlinear, I.Tex1);
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float3 image = (t_0+t_1)*.5; // add_d2
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float gray = dot (image,I.Gray); // dp3
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image = lerp (gray,image,I.Gray.w); // mul/mad
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// float4 t_noise = tex2D (s_noise,I.tc2);
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float4 t_noise = s_noise.Sample( smp_linear, I.Tex2);
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float3 noised = image*t_noise*2; // mul_2x
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image = lerp( noised, image, I.Color.w); // lrp ?
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image = (image * I.Color + c_brightness)*2; // mad
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// image = (image + c_brightness) * I.Color; // mad ?
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// out
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return float4( image, 1.0h); // +mov
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}
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