2022-03-23 05:46:35 +00:00
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#include "color.effect"
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2014-10-03 13:56:38 +00:00
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uniform float4x4 ViewProj;
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uniform texture_rect image;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSDrawBare(VertInOut vert_in) : TARGET
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{
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return image.Sample(def_sampler, vert_in.uv);
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}
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2022-09-30 00:54:25 +00:00
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float4 PSDrawD65P3(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
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rgba.rgb = d65p3_to_rec709(rgba.rgb);
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return rgba;
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}
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2021-06-15 07:38:11 +00:00
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float4 PSDrawOpaque(VertInOut vert_in) : TARGET
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{
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return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
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}
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2021-09-30 07:37:27 +00:00
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float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
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{
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float4 rgba = image.Sample(def_sampler, vert_in.uv);
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rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
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return rgba;
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}
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2014-10-03 13:56:38 +00:00
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawBare(vert_in);
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}
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}
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2021-06-15 07:38:11 +00:00
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2022-09-30 00:54:25 +00:00
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technique DrawD65P3
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawD65P3(vert_in);
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}
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}
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2021-06-15 07:38:11 +00:00
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technique DrawOpaque
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawOpaque(vert_in);
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}
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}
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2021-06-22 11:34:48 +00:00
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2021-09-30 07:37:27 +00:00
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technique DrawSrgbDecompress
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawSrgbDecompress(vert_in);
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}
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}
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