2015-05-12 09:18:09 +02:00
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// license:BSD-3-Clause
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2018-10-07 17:42:30 +02:00
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// copyright-holders:Ryan Holtz, W. M. Martinez
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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2015-12-31 16:32:35 +01:00
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// Primary Effect
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//-----------------------------------------------------------------------------
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2018-10-07 17:42:30 +02:00
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//-----------------------------------------------------------------------------
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// Macros
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//-----------------------------------------------------------------------------
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#define LUT_TEXTURE_WIDTH 4096.0f
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#define LUT_SIZE 64.0f
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#define LUT_SCALE float2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE)
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2015-12-31 16:32:35 +01:00
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//-----------------------------------------------------------------------------
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// Sampler Definitions
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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texture Diffuse;
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2018-10-07 17:42:30 +02:00
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texture LutTexture;
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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sampler DiffuseSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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2023-01-28 17:59:25 +01:00
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sampler DiffuseWrapSampler = sampler_state
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{
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Texture = <Diffuse>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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AddressU = WRAP;
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AddressV = WRAP;
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AddressW = WRAP;
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};
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2018-10-07 17:42:30 +02:00
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sampler2D LutSampler = sampler_state
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{
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Texture = <LutTexture>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = LINEAR;
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AddressU = CLAMP;
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AddressV = CLAMP;
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AddressW = CLAMP;
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};
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//-----------------------------------------------------------------------------
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// Utilities
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//-----------------------------------------------------------------------------
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float3 apply_lut(float3 color)
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{
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// NOTE: Do not change the order of parameters here.
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float3 lutcoord = float3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) *
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LUT_SCALE, color.b * (LUT_SIZE - 1.0f));
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float shift = floor(lutcoord.z);
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lutcoord.x += shift * LUT_SCALE.y;
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color.rgb = lerp(tex2D(LutSampler, lutcoord.xy).rgb, tex2D(LutSampler,
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float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb,
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lutcoord.z - shift);
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return color;
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}
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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// Vertex Definitions
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//-----------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct VS_INPUT
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{
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float3 Position : POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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};
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//-----------------------------------------------------------------------------
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2016-02-28 18:59:10 +01:00
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// Primary Vertex Shaders
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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2018-10-07 17:42:30 +02:00
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//static const float Epsilon = 1.0e-7f;
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2015-09-26 18:22:51 +02:00
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2013-08-28 02:36:02 +02:00
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uniform float2 ScreenDims;
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2015-09-26 18:22:51 +02:00
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uniform float2 TargetDims;
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2015-08-02 17:31:54 +02:00
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2016-02-28 18:59:10 +01:00
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VS_OUTPUT vs_screen_main(VS_INPUT Input)
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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2015-09-26 18:22:51 +02:00
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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Output.Position = float4(Input.Position.xyz, 1.0f);
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2013-08-28 02:36:02 +02:00
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Output.Position.xy /= ScreenDims;
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2015-08-02 17:31:54 +02:00
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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2015-07-11 20:01:24 +02:00
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2016-03-12 16:03:28 +01:00
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Output.TexCoord = Input.TexCoord;
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// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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2015-09-26 18:22:51 +02:00
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2016-02-28 18:59:10 +01:00
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Output.Color = Input.Color;
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return Output;
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}
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VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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2016-03-12 16:03:28 +01:00
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Output.TexCoord = Input.TexCoord;
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2016-02-28 18:59:10 +01:00
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Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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Output.Color = Input.Color;
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return Output;
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}
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VS_OUTPUT vs_ui_main(VS_INPUT Input)
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{
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VS_OUTPUT Output = (VS_OUTPUT)0;
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Output.Position = float4(Input.Position.xyz, 1.0f);
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Output.Position.xy /= ScreenDims;
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Output.Position.y = 1.0f - Output.Position.y; // flip y
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Output.Position.xy -= 0.5f; // center
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Output.Position.xy *= 2.0f; // zoom
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Output.TexCoord = Input.TexCoord;
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2016-03-12 16:03:28 +01:00
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// Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
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2015-07-11 20:01:24 +02:00
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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Output.Color = Input.Color;
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return Output;
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}
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//-----------------------------------------------------------------------------
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2016-02-28 18:59:10 +01:00
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// Primary Pixel Shaders
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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2018-10-07 17:42:30 +02:00
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uniform bool LutEnable;
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uniform bool UiLutEnable;
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2016-02-28 18:59:10 +01:00
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float4 ps_screen_main(PS_INPUT Input) : COLOR
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{
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2023-03-19 17:59:44 +01:00
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return tex2D(DiffuseSampler, Input.TexCoord);
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2016-02-28 18:59:10 +01:00
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}
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float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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2016-02-28 18:59:10 +01:00
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2018-10-07 17:42:30 +02:00
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if (LutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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2016-02-28 18:59:10 +01:00
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return BaseTexel;
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}
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float4 ps_ui_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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BaseTexel *= Input.Color;
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2015-09-26 18:22:51 +02:00
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2018-10-07 17:42:30 +02:00
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if (UiLutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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2015-09-26 18:22:51 +02:00
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return BaseTexel;
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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}
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2023-01-28 17:59:25 +01:00
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float4 ps_ui_wrap_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseWrapSampler, Input.TexCoord);
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BaseTexel *= Input.Color;
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if (UiLutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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return BaseTexel;
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}
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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2016-02-28 18:59:10 +01:00
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// Primary Techniques
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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//-----------------------------------------------------------------------------
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2016-02-28 18:59:10 +01:00
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technique ScreenTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_2_0 vs_screen_main();
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PixelShader = compile ps_2_0 ps_screen_main();
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}
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}
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technique VectorBufferTechnique
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{
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pass Pass0
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{
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Lighting = FALSE;
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VertexShader = compile vs_2_0 vs_vector_buffer_main();
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PixelShader = compile ps_2_0 ps_vector_buffer_main();
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}
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}
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technique UiTechnique
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Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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{
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pass Pass0
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{
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Lighting = FALSE;
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2016-02-28 18:59:10 +01:00
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VertexShader = compile vs_2_0 vs_ui_main();
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PixelShader = compile ps_2_0 ps_ui_main();
|
Initial shader import (nw)
Focus: 8-sample blur that averages 7 samples around a center sample.
Phosphor: Not currently used, treated as a pass-through by drawd3d.c, but could be used to implement additional convolutions in a second pass.
Pincushion: Used (when commented in in drawd3d.c) to pincushion an entire full-screen texture but not otherwise apply any convolutions.
Post: The meat and potatoes. It does scanlines, it does aperture masking, it does dot crawl, it does chroma subsampling, it does YIQ colorspace convolution, it does RGB colorspace convolution, it does pincushioning, it walks, it talks, it does the dishes, it'll screw your wife for you, and if you don't have a wife it will find one for you, get you married to her, and screw her for you, IT IS THAT GOOD, LADIES AND GENTLEMEN.
Primary: Simple passthrough for UI and artwork.
2011-05-16 18:55:34 +02:00
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}
|
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}
|
2023-01-28 17:59:25 +01:00
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technique UiWrapTechnique
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{
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pass Pass0
|
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{
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Lighting = FALSE;
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VertexShader = compile vs_2_0 vs_ui_main();
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PixelShader = compile ps_2_0 ps_ui_wrap_main();
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}
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}
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