220 lines
7.7 KiB
Plaintext
220 lines
7.7 KiB
Plaintext
{
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parms {
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overlayOpacity.x showOverlay.x * overlayOpacity.x
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overlayOpacity.y 1.0 - overlayOpacity.x
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}
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state {
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blend GL_ONE GL_ZERO
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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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}
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hlsl_fp {
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// Convert from [0,1,2,3,..., N-1] coordinates to [0.0,1.0]
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float2 texcoord = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
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// Fix so that screen overlay can be sampled properly (ie not upside down etc)
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float2 texcoord2 = texcoord;
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texcoord2.y = 1.0 - texcoord2.y;
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// TODO GK: Optimize me
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float2 scale = 2.0 * texcoord.xy - 1.0;
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float2 blah = saturate( float2( 0.8 - scale.x * scale.x, 0.8 - scale.y * scale.y ) );
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texcoord.xy += $doubleVision.xy * blah;
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// Load the glare texture
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const half4 glareTex = h4tex2D( $glareMap, texcoord.xy );
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//--------------------------------
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// Depth Of Field - calculate depth-of-field offset
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float ndcZ = tex2Ddepth_fast( $viewDepthMap, texcoord.xy ) * 2.0 - 1.0;
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float clipZ = ndcZ * $projectionMatrixZ.w / ( ndcZ + $projectionMatrixZ.z );
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half dof = clipZ - $depthOfField2.x;
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dof *= ( dof < 0.0 ) ? $depthOfField2.y : $depthOfField2.z;
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dof = saturate( abs( dof ) ) * $depthOfField2.w + $globalBlur.x;
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//--------------------------------
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// Distortion Effects
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half2 perturb = _half2( 0.0 );
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half blur = 0.0;
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{
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//--------------------------------
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// Apply distortions accumulated while rendering the scene ( i.e. heat distortion )
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//half4 distortion = h4tex2D( $postDistortionMap, texcoord.xy ) - 127.0 / 255.0;
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//perturb += distortion.xy * distortion.z;
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//blur += saturate( distortion.w ) * 16;
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half4 distortion = h4tex2D( $postDistortionMap, texcoord.xy ) - 0.5;
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perturb += distortion.xy * 0.1; // distortion is multiplied by an arbitrary value
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blur += saturate( distortion.w ) * 16.0; // can make sharper or blurrier based on shaders
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}
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//--------------------------------
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// Apply perturbation to texcoord
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{
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// TODO: If necessary, avoid perturbation artifacts on borders by falling-off to zero
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texcoord.xy += perturb.xy;
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}
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half4 final;
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//--------------------------------
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// Load the original screen value
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float pixelZ = clipZ; // ndcZ; // tex2Ddepth_fast( $viewDepthMap, texcoord.xy ) * 2.0 - 1.0;
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float pixelDof = dof;
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half4 colorSum = _half4( 0.0 );
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const int knum = 2; // [-k..k]
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float2 kscale = float2( 0.000781, 0.001838 ) * 10; // <- scale kernel size with resolution (assume 1280x544)
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// float2 kscale = $positionToViewTexture.zw * 10; // <- kernel size will not change with resolution
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pixelDof = 0.0;
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int sampleCount = 0;
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for ( int ky = -knum; ky <= knum; ++ky ) {
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for ( int kx = -knum; kx <= knum; ++kx ) {
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float2 oxy = float2( kx, ky ) * kscale;
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float2 txy = texcoord.xy + oxy;
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float sample_ndcZ = tex2Ddepth_fast( $viewDepthMap, txy ) * 2.0 - 1.0;
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float sampleZ = sample_ndcZ * $projectionMatrixZ.w / ( sample_ndcZ + $projectionMatrixZ.z );
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half sampleDof = sampleZ - $depthOfField2.x;
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sampleDof *= ( sampleDof < 0.0 ) ? $depthOfField2.y : $depthOfField2.z;
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sampleDof = saturate( abs( sampleDof ) ) * $depthOfField2.w + $globalBlur.x;
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// don't let background objects blur focused foreground objects
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//float diffZ = (sampleZ - pixelZ) / pixelZ;
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float diffZ = (sample_ndcZ - ndcZ) / ndcZ;
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if ( diffZ > 0.01 && sampleDof > dof ) {
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//if ( diffZ < -0.01 ) {
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continue;
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}
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pixelDof += sampleDof;
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sampleCount++;
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}
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}
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pixelDof = pixelDof / float( sampleCount );
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//final = float4(sampleCount * 0.04);
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const int knum2 = 4;
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sampleCount = 0;
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// kscale = $positionToViewTexture.zw * pixelDof * 0.5;
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kscale = float2( 0.000781, 0.001838 ) * pixelDof * 0.5;
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for ( int ky = -knum2; ky <= knum2; ++ky ) {
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for ( int kx = -knum2; kx <= knum2; ++kx ) {
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float2 oxy = float2( kx, ky );
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float d = length( oxy );
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float2 txy = texcoord.xy + oxy * kscale;
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float sample_ndcZ = tex2Ddepth_fast( $viewDepthMap, txy ) * 2.0 - 1.0;
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float sampleZ = sample_ndcZ * $projectionMatrixZ.w / ( sample_ndcZ + $projectionMatrixZ.z );
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half sampleDof = sampleZ - $depthOfField2.x;
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sampleDof *= ( sampleDof < 0.0 ) ? $depthOfField2.y : $depthOfField2.z;
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sampleDof = saturate( abs( sampleDof ) ) * $depthOfField2.w + $globalBlur.x;
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// don't use foreground objects when blurring background
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//float diffZ = (sampleZ - pixelZ) / pixelZ;
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float diffZ = (sample_ndcZ - ndcZ) / ndcZ;
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// if ( diffZ > 0.1 && sampleDof > pixelDof ) {
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if ( diffZ < -0.01 && sampleDof < dof ) {
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// continue;
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}
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// colorSum += tex2Dlod( $viewColorMap, float4( txy, 0.0, pixelDof ) );
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// colorSum += tex2Dlod( $viewColorMap, float4( txy, 0.0, 0.0) );
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colorSum += tex2Dlod( $viewColorMap, float4( txy, 0.0, pixelDof - 2 ) );
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sampleCount++;
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}
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}
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final = colorSum / float( sampleCount );
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//final.x = 1;
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////////////
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final = final * $screenScale + glareTex;
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//---------------------------------
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// Double Vision
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BRANCH if ( anyNotEqual( $doubleVision.xy, _float2( 0.0 ) ) ) {
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// Convert from [0,1,2,3,..., N-1] coordinates to [0.0,1.0]
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float2 tc2 = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
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// GK TODO: Optimize me
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float2 scale = 2.0 * texcoord.xy - 1.0;
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float2 blah = saturate( float2( 0.8 - scale.x * scale.x, 0.8 - scale.y * scale.y ) );
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tc2 -= $doubleVision.xy * blah;
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half4 glareTex2 = tex2D( $glareMap, tc2.xy );
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// See if we need to compute a new dof at this location - might be ok to just use previous location's dof
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half4 final2 = tex2Dlod( $viewColorMap, float4( tc2.xy, 0.0, dof + blur ) ) * $screenScale + glareTex;
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final = lerp( final, final2, 0.5 );
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}
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//---------------------------------
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// Color Grading - desaturation, color balance, dodge, burn, multiply, screen, brightness, etc.
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half3 tmpCol = _half3( dot3( final.xyz, half3( 0.33, 0.59, 0.11 ) ) );
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final.xyz = lerp( final.xyz, tmpCol, $cbDesaturate.x );
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tmpCol.x = h4tex2D( $cbConversionLUT, float2( final.x, 0.0 ) ).x;
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tmpCol.y = h4tex2D( $cbConversionLUT, float2( final.y, 0.0 ) ).y;
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tmpCol.z = h4tex2D( $cbConversionLUT, float2( final.z, 0.0 ) ).z;
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// Apply other cb ops not stored in LUT
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tmpCol *= $cbBrightness.x;
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// Blend in color grading based on depth ( just use the dof value )
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tmpCol.xyz = lerp( tmpCol.xyz, final.xyz, min( $depthBasedColorGrading.x * dof, 1.0 ) );
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// Screen border overlay
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#if 1
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tmpCol.xyz *= $overlayOpacity.y + h4tex2D( $screenOverlay, texcoord2 ).xyz * $overlayOpacity.x;
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// test for recompositing a whole overlay based on one corner - gives us 2x more resolution
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//float2 stc = 1.0 - abs( 2.0 * texcoord - 1.0 );
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//tmpCol.xyz *= $overlayOpacity.y + h4tex2D( $screenOverlay1, stc ).xyz * $overlayOpacity.x;
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#endif
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//---------------------------------
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// Grain
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// Calculate UV coordinate for grain and sample texture
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float2 graincoord = ( texcoord.xy * $postGrainScaleBias.xy ) + $postGrainScaleBias.zw;
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half3 grain = h4tex2D( $grainMap, graincoord ).xyz * $postGrainParms.x + $postGrainParms.y;
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// Sloppy grayscale conversion used as luminance to determine amount of grain
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half tempLum = dot( tmpCol.xyz, half3( 0.3, 0.59, 0.11 ) );
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// Bias and scale luminance value
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tempLum = saturate( ( tempLum * $postGrainParms.z ) + $postGrainParms.w );
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// Scale grain amount using screen luminance
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grain *= tempLum;
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// Apply grain on final color
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tmpCol.xyz += grain;
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//---------------------------------
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// Result
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result.hcolor.xyz = tmpCol.xyz;
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result.hcolor.w = 1.0;
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#ifdef PC // DEBUG
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if ( $showDepthOfField.x == 1.0 ) {
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result.hcolor.xyz = _half3( dof );
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}
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if ( $showGrainLevels.x == 1.0 ) {
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result.hcolor.xyz = _half3( tempLum );
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}
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#endif
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}
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} |