2016-02-23 23:16:51 +00:00
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/*
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* lanczos sharper
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* note - this shader is adapted from the GPL bsnes shader, very good stuff
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* there.
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*/
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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2017-04-19 19:54:15 +00:00
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uniform float undistort_factor = 1.0;
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2016-02-23 23:16:51 +00:00
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sampler_state textureSampler
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{
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AddressU = Clamp;
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AddressV = Clamp;
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Filter = Linear;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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2016-05-24 19:53:01 +00:00
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struct FragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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float2 scale : TEXCOORD1;
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};
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FragData VSDefault(VertData v_in)
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2016-02-23 23:16:51 +00:00
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{
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2016-05-24 19:53:01 +00:00
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FragData vert_out;
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2016-02-23 23:16:51 +00:00
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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2016-05-24 19:53:01 +00:00
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vert_out.scale = min(0.25 + abs(0.75 / mul(float4(1.0 / base_dimension_i.xy, 1.0, 1.0), ViewProj).xy), 1.0);
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2016-02-23 23:16:51 +00:00
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return vert_out;
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}
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float sinc(float x)
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{
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const float PIval = 3.1415926535897932384626433832795;
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return sin(x * PIval) / (x * PIval);
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}
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float weight(float x, float radius)
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{
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float ax = abs(x);
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if (x == 0.0)
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return 1.0;
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else if (ax < radius)
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return sinc(x) * sinc(x / radius);
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else
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return 0.0;
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}
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2016-05-24 19:53:01 +00:00
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float3 weight3(float x, float scale)
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2016-02-23 23:16:51 +00:00
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{
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return float3(
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2016-05-24 19:53:01 +00:00
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weight((x * 2.0 + 0.0 * 2.0 - 3.0) * scale, 3.0),
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weight((x * 2.0 + 1.0 * 2.0 - 3.0) * scale, 3.0),
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weight((x * 2.0 + 2.0 * 2.0 - 3.0) * scale, 3.0));
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2016-02-23 23:16:51 +00:00
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}
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2017-04-19 19:54:15 +00:00
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float AspectUndistortX(float x, float a)
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2016-02-23 23:16:51 +00:00
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{
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2017-04-19 19:54:15 +00:00
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// The higher the power, the longer the linear part will be.
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return (1.0 - a) * (x * x * x * x * x) + a * x;
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}
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float AspectUndistortU(float u)
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{
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// Normalize texture coord to -1.0 to 1.0 range, and back.
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return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
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}
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float2 pixel_coord(float xpos, float ypos)
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{
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return float2(AspectUndistortU(xpos), ypos);
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}
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float4 pixel(float xpos, float ypos, bool undistort)
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{
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if (undistort)
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return image.Sample(textureSampler, pixel_coord(xpos, ypos));
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else
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return image.Sample(textureSampler, float2(xpos, ypos));
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2016-02-23 23:16:51 +00:00
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}
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float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1,
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2017-04-19 19:54:15 +00:00
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float3 rowtap2, bool undistort)
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2016-02-23 23:16:51 +00:00
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{
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return
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2017-04-19 19:54:15 +00:00
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pixel(xpos1.r, ypos, undistort) * rowtap1.r +
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pixel(xpos1.g, ypos, undistort) * rowtap2.r +
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pixel(xpos1.b, ypos, undistort) * rowtap1.g +
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pixel(xpos2.r, ypos, undistort) * rowtap2.g +
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pixel(xpos2.g, ypos, undistort) * rowtap1.b +
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pixel(xpos2.b, ypos, undistort) * rowtap2.b;
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2016-02-23 23:16:51 +00:00
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}
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2017-04-19 19:54:15 +00:00
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float4 DrawLanczos(FragData v_in, bool undistort)
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2016-02-23 23:16:51 +00:00
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{
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float2 stepxy = base_dimension_i;
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float2 pos = v_in.uv + stepxy * 0.5;
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float2 f = frac(pos / stepxy);
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2016-05-24 19:53:01 +00:00
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float3 rowtap1 = weight3((1.0 - f.x) / 2.0, v_in.scale.x);
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float3 rowtap2 = weight3((1.0 - f.x) / 2.0 + 0.5, v_in.scale.x);
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float3 coltap1 = weight3((1.0 - f.y) / 2.0, v_in.scale.y);
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float3 coltap2 = weight3((1.0 - f.y) / 2.0 + 0.5, v_in.scale.y);
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2016-02-23 23:16:51 +00:00
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/* make sure all taps added together is exactly 1.0, otherwise some
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* (very small) distortion can occur */
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float suml = rowtap1.r + rowtap1.g + rowtap1.b + rowtap2.r + rowtap2.g + rowtap2.b;
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float sumc = coltap1.r + coltap1.g + coltap1.b + coltap2.r + coltap2.g + coltap2.b;
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rowtap1 /= suml;
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rowtap2 /= suml;
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coltap1 /= sumc;
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coltap2 /= sumc;
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float2 xystart = (-2.5 - f) * stepxy + pos;
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float3 xpos1 = float3(xystart.x , xystart.x + stepxy.x , xystart.x + stepxy.x * 2.0);
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float3 xpos2 = float3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0);
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return
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2017-04-19 19:54:15 +00:00
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get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.r +
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get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.r +
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get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.g +
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get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.g +
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get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.b +
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get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.b;
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2016-02-23 23:16:51 +00:00
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}
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2017-04-19 19:54:15 +00:00
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float4 PSDrawLanczosRGBA(FragData v_in, bool undistort) : TARGET
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2016-02-23 23:16:51 +00:00
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{
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2017-04-19 19:54:15 +00:00
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return DrawLanczos(v_in, undistort);
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2016-02-23 23:16:51 +00:00
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}
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2016-05-24 19:53:01 +00:00
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float4 PSDrawLanczosMatrix(FragData v_in) : TARGET
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2016-02-23 23:16:51 +00:00
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{
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2017-04-19 19:54:15 +00:00
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float4 rgba = DrawLanczos(v_in, false);
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2016-02-23 23:16:51 +00:00
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float4 yuv;
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yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
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return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
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}
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technique Draw
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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2017-04-19 19:54:15 +00:00
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pixel_shader = PSDrawLanczosRGBA(v_in, false);
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}
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}
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technique DrawUndistort
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLanczosRGBA(v_in, true);
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2016-02-23 23:16:51 +00:00
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}
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}
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technique DrawMatrix
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLanczosMatrix(v_in);
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}
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}
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