25 lines
601 B
Plaintext
25 lines
601 B
Plaintext
{
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parms {
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}
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state {
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depthfunc GL_ALWAYS
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depthmask
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twosided
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}
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hlsl_vp {
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result.position = vertex.position;
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#if defined( PC ) && !defined( PC_D3D )
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result.texcoord0 = vertex.texcoord0.xyxy;
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#endif
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}
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hlsl_fp {
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#if defined( PC ) && !defined( PC_D3D )
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// texelFetch requires unnormalized texcoords
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float2 texcoord = fragment.texcoord0.xy * float2( 1.0 / $positionToViewTexture.z, 1.0 / $positionToViewTexture.w );
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ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );
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result.hcolor = texelFetch( $feedbackColorMap, texcoordi.xy, 0 );
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#else
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result.hcolor = _half4( 0.0 );
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#endif
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}
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} |