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tech5/bin/base/generated/decls/renderprog/fontbiasandgamma.decl
T
2026-08-09 04:23:10 -07:00

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{
parms {
stageSort sortTrans
}
state {
blend SRC_ALPHA ONE_MINUS_SRC_ALPHA
depthmask
depthfunc GL_ALWAYS
twosided
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX );
result.position.y = dot4( vertex.position, $mvpMatrixY );
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0, 0 );
result.color = swizzleColor( vertex.color );
}
hlsl_fp {
float2 upper = fragment.texcoord0.xy;
float2 delta;
delta.x = ddx( upper ).x * 0.25f;
delta.y = ddy( upper ).y * 0.25f;
float4 color = 0.25 * (
tex2Dbias( $transMap, float4( upper.x-delta.x, upper.y-delta.y, 0, -1 ) ) +
tex2Dbias( $transMap, float4( upper.x-delta.x, upper.y+delta.y, 0, -1 ) ) +
tex2Dbias( $transMap, float4( upper.x+delta.x, upper.y+delta.y, 0, -1 ) ) +
tex2Dbias( $transMap, float4( upper.x+delta.x, upper.y-delta.y, 0, -1 ) ) );
// gamma correct the anti-aliasing
// color.w = pow( color.w, 1.0 / 2.2 );
result.color = fragment.color;
result.color.w = color.w * fragment.color.w;
}
}