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2026-08-09 04:23:10 -07:00

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