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34 lines
853 B
HLSL
34 lines
853 B
HLSL
#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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sampler s0;
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float pixelX;
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float mult0;
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float mult1;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color1 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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float4 sideColors
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= tex2D(s0, float2(coords.x - pixelX * 0.5, coords.y)) * mult0;
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sideColors += tex2D(s0, float2(coords.x + pixelX * 0.5, coords.y)) * mult0;
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sideColors += tex2D(s0, float2(coords.x - pixelX * 2.5, coords.y)) * mult1;
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sideColors += tex2D(s0, float2(coords.x + pixelX * 2.5, coords.y)) * mult1;
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return sideColors;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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}
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