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ba5ec29211
* lut-default.png: Swapped red and blue channels (fixes GitHub #11001). * render/d3d/d3dlsl.cpp: Changed screen LUT application to be applied during the color convolution pass on raster systems.
247 lines
5.8 KiB
HLSL
247 lines
5.8 KiB
HLSL
// license:BSD-3-Clause
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// copyright-holders:Ryan Holtz, W. M. Martinez
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//-----------------------------------------------------------------------------
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// Primary Effect
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//-----------------------------------------------------------------------------
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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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//-----------------------------------------------------------------------------
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// Sampler Definitions
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//-----------------------------------------------------------------------------
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texture Diffuse;
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texture LutTexture;
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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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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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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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//-----------------------------------------------------------------------------
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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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// Primary Vertex Shaders
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//-----------------------------------------------------------------------------
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//static const float Epsilon = 1.0e-7f;
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uniform float2 ScreenDims;
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uniform float2 TargetDims;
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VS_OUTPUT vs_screen_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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// 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_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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Output.TexCoord = Input.TexCoord;
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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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// 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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//-----------------------------------------------------------------------------
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// Primary Pixel Shaders
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//-----------------------------------------------------------------------------
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uniform bool LutEnable;
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uniform bool UiLutEnable;
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float4 ps_screen_main(PS_INPUT Input) : COLOR
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{
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return tex2D(DiffuseSampler, Input.TexCoord);
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}
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float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR
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{
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float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
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if (LutEnable)
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BaseTexel.rgb = apply_lut(BaseTexel.rgb);
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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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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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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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//-----------------------------------------------------------------------------
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// Primary Techniques
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//-----------------------------------------------------------------------------
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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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{
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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_main();
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}
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}
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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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