1 | uniform float4x4 WorldViewProj;
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2 | uniform float2 prmAtlasTiles;
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3 | uniform float2 atlasHalfPixel;
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4 | uniform sampler2D filteredAtlasSampler : register(s0);
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5 |
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6 | struct vsInputWalk
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7 | {
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8 | float4 pos : POSITION;
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9 | float2 tex : TEXCOORD0;
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10 | float2 texAtlas : TEXCOORD1;
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11 | };
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12 |
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13 | struct vsOutputWalk
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14 | {
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15 | float4 pos : POSITION;
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16 | float2 tex : TEXCOORD0;
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17 | float2 texAtlas : TEXCOORD1;
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18 | };
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19 |
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20 |
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21 | vsOutputWalk vsWalk(vsInputWalk input)
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22 | {
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23 | vsOutputWalk output = (vsOutputWalk)0;
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24 | output.pos = mul(WorldViewProj, input.pos);
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25 | output.tex = input.tex;
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26 | output.texAtlas = input.texAtlas;
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27 | return output;
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28 | }
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29 |
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30 | float4 psWalk(vsOutputWalk input) : COLOR
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31 | {
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32 | /* float3 col = 0;
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33 | for(int iCluster=0; iCluster<16; iCluster++)
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34 | {
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35 | float2 prmTexPos = float2(
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36 | (input.texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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37 | 1.0 - (input.texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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38 |
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39 | float4 weight = 0.065;
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40 | float3 val = tex2D(filteredAtlasSampler, prmTexPos);
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41 | col += val.xyz * weight.x;
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42 | iCluster++;
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43 |
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44 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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45 | val = tex2D(filteredAtlasSampler, prmTexPos);
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46 | col += val.xyz * weight.y;
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47 | iCluster++;
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48 |
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49 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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50 | val = tex2D(filteredAtlasSampler, prmTexPos);
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51 | col += val.xyz * weight.z;
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52 | iCluster++;
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53 |
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54 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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55 | val = tex2D(filteredAtlasSampler, prmTexPos);
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56 | col += val.xyz * weight.w;
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57 | }
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58 | */
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59 | float ff = (float)prmAtlasTiles.x;
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60 | return float4( float3(ff,ff,ff) / 128.0/* + col*0.000000001*/, 1);
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61 | }
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62 |
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