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1 | texture atlas;
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2 | sampler atlasSampler = sampler_state
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3 | {
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4 | Texture = <atlas>;
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5 | MinFilter = Point;
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6 | MagFilter = Point;
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7 | MipFilter = None;
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8 | AddressU = Wrap;
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9 | AddressV = Wrap;
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10 | };
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11 |
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12 | struct vsInputNormalizePRM
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13 | {
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14 | float4 pos : POSITION;
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15 | float2 tex : TEXCOORD0;
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16 | };
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17 |
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18 | struct vsOutputNormalizePRM
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19 | {
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20 | float4 pos : POSITION;
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21 | float2 tex : TEXCOORD0;
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22 | };
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23 |
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24 | vsOutputNormalizePRM
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25 | vsNormalizePRM(vsInputNormalizePRM input)
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26 | {
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27 | vsOutputNormalizePRM output = (vsOutputNormalizePRM)0;
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28 | output.pos = input.pos;
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29 | output.tex = input.tex;
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30 | return output;
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31 | }
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32 |
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33 | float4
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34 | psNormalizePRM(vsOutputNormalizePRM input) : COLOR0
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35 | {
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36 | // float4 unn = tex2D(atlasSampler, input.tex + float2(0.5 / 4096.0, 0.5 / 128.0));
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37 | float4 unn = tex2D(atlasSampler, input.tex);
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38 | // if(unn.a < 1.0 / 4096.0)
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39 | // unn = float4(0, 0, 0, 1);
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40 | // return unn;
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41 | return float4(unn.rgb * (4096.0 / unn.a), 1);
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42 | }
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43 |
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44 |
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45 | technique NormalizePRM{
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46 | pass P0
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47 | {
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48 | VertexShader = compile vs_3_0 vsNormalizePRM();
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49 | PixelShader = compile ps_3_0 psNormalizePRM();
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50 | }
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51 | }
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52 |
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