Lighting improvements: lightmap is drawn over all structures and blurred, flashlight item, OnContained statuseffects are also applied when the item is contained in a characterinventory
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// Pixel shader applies a one dimensional gaussian blur filter.
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// This is used twice by the bloom postprocess, first to
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// blur horizontally, and then again to blur vertically.
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sampler TextureSampler : register(s0);
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#define SAMPLE_COUNT 15
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float2 SampleOffsets[SAMPLE_COUNT];
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float SampleWeights[SAMPLE_COUNT];
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float4 PixelShaderF(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = 0;
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// Combine a number of weighted image filter taps.
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for (int i = 0; i < SAMPLE_COUNT; i++)
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{
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c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
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}
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return c;
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}
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technique GaussianBlur
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{
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pass Pass1
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{
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PixelShader = compile ps_4_0_level_9_1 PixelShaderF();
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}
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}
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