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

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{
parms {
stageSort sortCoverage
}
state {
depthfunc GL_ALWAYS
depthmask
blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX ) * $testImageFlip.x;
result.position.y = dot4( vertex.position, $mvpMatrixY ) * $testImageFlip.y;
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
result.texcoord0.xy = vertex.texcoord0.xy;
result.texcoord0.zw = _float2( 0.0 );
}
hlsl_fp {
float4 tc;
tc.xyz = fragment.texcoord0.xyz;
tc.w = $testImageLOD.x;
result.color = tex2Dlod( $textureMap, tc );
result.color.w = $testImageAlpha.x;
/*
result.color = _float4( tex2Ddepth_fast( $textureMap, fragment.texcoord0.xy ) );
result.color.w = 1.0;
*/
/*
half4 YCoCg = tex2Dlod( $textureMap, tc );
YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //YCoCg.z = z * 255.0/8.0 + 1.0
YCoCg.z = 1.0 / YCoCg.z;
YCoCg.xy *= YCoCg.z;
result.color.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );
result.color.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );
result.color.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );
result.color.w = 1.0;
*/
}
}