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

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{
parms {
stageSort sortCoverage
newDiffuseScale exposure.x * newDiffuseScale
}
state {
depthfunc GL_LEQUAL
}
hlsl_vp {
// Convert back from 16 bit vertex elements.
float4 position = vertex.position * $vertexXYZScale + $vertexXYZBias;
result.position.x = dot( position, $mvpMatrixX );
result.position.y = dot( position, $mvpMatrixY );
result.position.z = dot( position, $mvpMatrixZ );
result.position.w = dot( position, $mvpMatrixW );
// texture 0 takes the base coordinates modified by stScaleBias
// for 16 bit vertex elements
result.texcoord0 = ( vertex.texcoord0.xy * $vertexStScaleBias.xy + $vertexStScaleBias.zw ).xyxy;
}
hlsl_fp {
#include "includes/unique.inc"
result.color1 = PackFeedback( CalculateFeedback( fragment.texcoord0.xy, $virtualTextureFeedbackFloat, $physicalUniqueDiffuseOnlyFilterParms ) );
half4 sampleYCoCg;
half4 color;
FETCH_DIFFUSE_ONLY( sampleYCoCg );
CALC_DIFFUSE_RGB( color, sampleYCoCg );
result.color0 = color;
}
}