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party-version: too many hacks, too little time
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Original file line number | Original file line | Diff line number | Diff line change |
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const float4 gauss[8]; | |||
const int size; | |||
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texture blur_tex; | |||
sampler tex = sampler_state { | |||
Texture = (blur_tex); | |||
MipFilter = POINT; | |||
MinFilter = LINEAR; | |||
MagFilter = LINEAR; | |||
AddressU = CLAMP; | |||
AddressV = CLAMP; | |||
sRGBTexture = FALSE; | |||
}; | |||
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struct VS_OUTPUT { | |||
float4 pos : POSITION; | |||
float2 tex : TEXCOORD0; | |||
}; | |||
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VS_OUTPUT vertex(float4 pos : POSITION, float2 tex : TEXCOORD0) | |||
{ | |||
VS_OUTPUT o; | |||
o.pos = pos; | |||
o.tex = tex; | |||
return o; | |||
} | |||
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float4 pixel(VS_OUTPUT In) : COLOR | |||
{ | |||
float4 c = tex2D(tex, In.tex) * gauss[0].z; | |||
for (int i = 1; i < size; i++) { | |||
c += tex2D(tex, In.tex + gauss[i].xy) * gauss[i].z; | |||
c += tex2D(tex, In.tex - gauss[i].xy) * gauss[i].z; | |||
} | |||
return c; | |||
} | |||
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technique blur { | |||
pass P0 { | |||
VertexShader = compile vs_2_0 vertex(); | |||
PixelShader = compile ps_2_0 pixel(); | |||
} | |||
} | |||
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float3 rgbe_to_rgb(float4 rgbe) | |||
{ | |||
return rgbe.rgb * exp2(rgbe.a * 255 - 128); | |||
} | |||
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float4 pixel2(VS_OUTPUT In) : COLOR | |||
{ | |||
return float4(rgbe_to_rgb(tex2D(tex, In.tex)), 1.0); | |||
} | |||
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technique hack { | |||
pass P0 { | |||
VertexShader = compile vs_2_0 vertex(); | |||
PixelShader = compile ps_2_0 pixel2(); | |||
} | |||
} |
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