(5a377a8ee) Unstable v0.9.1000.0
This commit is contained in:
@@ -1,3 +1,27 @@
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struct VertexShaderInput
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{
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float4 Position : POSITION0;
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float2 TexCoords: TEXCOORD0;
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};
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struct VertexShaderOutput
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{
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float4 Position : POSITION0;
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float2 TexCoords: TEXCOORD0;
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};
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float4x4 MatrixTransform;
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VertexShaderOutput mainVS(in VertexShaderInput input)
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{
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VertexShaderOutput output = (VertexShaderOutput)0;
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output.Position = mul(input.Position, MatrixTransform);
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output.TexCoords = input.TexCoords;
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return output;
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}
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Texture2D xTexture;
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sampler TextureSampler = sampler_state { Texture = <xTexture>; };
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@@ -32,84 +56,84 @@ float2 radialDistortion(float2 coord, float distortion)
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/*float4 sampleWithChromaticAberration(float2 samplePos)
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{
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return float4(
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b,
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1);
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}*/
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float3 sampleChannelsSeparately(float2 samplePosR, float2 samplePosG, float2 samplePosB)
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{
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return float3(
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tex2D(TextureSampler, samplePosR).r,
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tex2D(TextureSampler, samplePosG).g,
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tex2D(TextureSampler, samplePosB).b);
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xTexture.Sample(TextureSampler, samplePosR).r,
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xTexture.Sample(TextureSampler, samplePosG).g,
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xTexture.Sample(TextureSampler, samplePosB).b);
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}
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float3 sampleWithChromaticAberration(float2 samplePos)
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{
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return float3(
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
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tex2D(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.r)).r,
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.g)).g,
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xTexture.Sample(TextureSampler, radialDistortion(samplePos, chromaticAberrationStrength.b)).b);
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}
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float4 blur(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 blur(VertexShaderOutput input) : COLOR0
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{
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float4 sample;
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sample = tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y + blurDistance));
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y - blurDistance));
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sample += tex2D(TextureSampler, float2(texCoord.x + blurDistance, texCoord.y - blurDistance));
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sample += tex2D(TextureSampler, float2(texCoord.x - blurDistance, texCoord.y + blurDistance));
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sample = xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y + blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y - blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x + blurDistance, input.TexCoords.y - blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(input.TexCoords.x - blurDistance, input.TexCoords.y + blurDistance));
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sample = sample * 0.25f;
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return sample;
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}
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float4 distort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 distort(VertexShaderOutput input) : COLOR0
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{
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float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
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bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
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float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
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bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
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float2 samplePos = texCoord;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
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samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
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return tex2D(TextureSampler, samplePos);
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return xTexture.Sample(TextureSampler, samplePos);
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}
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float4 blurDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 blurDistort(VertexShaderOutput input) : COLOR0
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{
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float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
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bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
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float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
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bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
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float2 samplePos = texCoord;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
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samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
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float4 sample;
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sample = tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
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sample += tex2D(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
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sample = xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y + blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y - blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x + blurDistance, samplePos.y - blurDistance));
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sample += xTexture.Sample(TextureSampler, float2(samplePos.x - blurDistance, samplePos.y + blurDistance));
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sample = sample * 0.25f;
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return sample;
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}
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float4 chromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 chromaticAberration(VertexShaderOutput input) : COLOR0
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{
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return float4(sampleWithChromaticAberration(texCoord), 1);
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return float4(sampleWithChromaticAberration(input.TexCoords), 1);
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}
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float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 chromaticAberrationDistort(VertexShaderOutput input) : COLOR0
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{
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float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
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bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
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float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
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bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
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float2 samplePos = texCoord;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
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samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
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@@ -117,11 +141,11 @@ float4 chromaticAberrationDistort(float4 position : SV_Position, float4 color :
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return float4(sampleWithChromaticAberration(samplePos), 1);
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}
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float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 blurChromaticAberration(VertexShaderOutput input) : COLOR0
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{
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float2 samplePosR = radialDistortion(texCoord, chromaticAberrationStrength.r);
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float2 samplePosG = radialDistortion(texCoord, chromaticAberrationStrength.g);
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float2 samplePosB = radialDistortion(texCoord, chromaticAberrationStrength.b);
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float2 samplePosR = radialDistortion(input.TexCoords, chromaticAberrationStrength.r);
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float2 samplePosG = radialDistortion(input.TexCoords, chromaticAberrationStrength.g);
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float2 samplePosB = radialDistortion(input.TexCoords, chromaticAberrationStrength.b);
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float2 blurTopLeft = -blurDistance;
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float2 blurTopRight = float2(blurDistance, -blurDistance);
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@@ -139,12 +163,12 @@ float4 blurChromaticAberration(float4 position : SV_Position, float4 color : COL
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return float4(sample, 1);
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}
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float4 blurChromaticAberrationDistort(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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float4 blurChromaticAberrationDistort(VertexShaderOutput input) : COLOR0
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{
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float4 bumpColor = tex2D(DistortSampler, texCoord + distortUvOffset);
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bumpColor = (bumpColor + tex2D(DistortSampler, texCoord - distortUvOffset * 2.0f)) * 0.5f;
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float4 bumpColor = xDistortTexture.Sample(DistortSampler, input.TexCoords + distortUvOffset);
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bumpColor = (bumpColor + xDistortTexture.Sample(DistortSampler, input.TexCoords - distortUvOffset * 2.0f)) * 0.5f;
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float2 samplePos = texCoord;
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float2 samplePos = input.TexCoords;
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samplePos.x += (bumpColor.r - 0.5f) * distortScale.x;
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samplePos.y += (bumpColor.g - 0.5f) * distortScale.y;
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@@ -173,6 +197,7 @@ technique Distort
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 distort();
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}
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}
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@@ -181,6 +206,7 @@ technique Blur
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 blur();
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}
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}
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@@ -189,6 +215,7 @@ technique BlurDistort
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 blurDistort();
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}
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}
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@@ -197,6 +224,7 @@ technique BlurChromaticAberration
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 blurChromaticAberration();
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}
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}
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@@ -206,6 +234,7 @@ technique ChromaticAberration
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 chromaticAberration();
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}
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}
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@@ -214,6 +243,7 @@ technique ChromaticAberrationDistort
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 chromaticAberrationDistort();
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}
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}
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@@ -222,6 +252,7 @@ technique BlurChromaticAberrationDistort
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{
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pass Pass1
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{
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VertexShader = compile vs_4_0_level_9_1 mainVS();
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PixelShader = compile ps_4_0_level_9_1 blurChromaticAberrationDistort();
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}
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}
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