19 lines
1.3 KiB
HLSL
19 lines
1.3 KiB
HLSL
#include "imageHF.hlsli"
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float4 main(VertexToPixelPostProcess PSIn) : SV_TARGET
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{
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//return float4(xPPParams1[2].xxx,1);
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//return float4(xTexture.SampleLevel(Sampler, PSIn.tex, 4).rgb,1);
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float4 color = float4(0,0,0,0);
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float2 texelSize = xPPParams1[3] * xPPParams1[1];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(-4.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams1[0];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(-3.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[3];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(-2.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[2];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(-1.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[1];
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color += xTexture.SampleLevel(Sampler, PSIn.tex, xPPParams1[2]) * xPPParams0[0];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(1.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[1];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(2.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[2];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(3.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams0[3];
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color += xTexture.SampleLevel(Sampler, PSIn.tex + float2(4.0f, 0.0f) * texelSize, xPPParams1[2]) * xPPParams1[0];
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return color;
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} |