mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
250 lines
8.7 KiB
HLSL
250 lines
8.7 KiB
HLSL
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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Copyright (C) 2013-2016 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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uniform float4 rpScreenCorrectionFactor : register(c0);
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uniform float4 rpWindowCoord : register(c1);
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uniform float4 rpDiffuseModifier : register(c2);
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uniform float4 rpSpecularModifier : register(c3);
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uniform float4 rpLocalLightOrigin : register(c4);
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uniform float4 rpLocalViewOrigin : register(c5);
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uniform float4 rpLightProjectionS : register(c6);
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uniform float4 rpLightProjectionT : register(c7);
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uniform float4 rpLightProjectionQ : register(c8);
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uniform float4 rpLightFalloffS : register(c9);
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uniform float4 rpBumpMatrixS : register(c10);
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uniform float4 rpBumpMatrixT : register(c11);
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uniform float4 rpDiffuseMatrixS : register(c12);
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uniform float4 rpDiffuseMatrixT : register(c13);
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uniform float4 rpSpecularMatrixS : register(c14);
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uniform float4 rpSpecularMatrixT : register(c15);
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uniform float4 rpVertexColorModulate : register(c16);
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uniform float4 rpVertexColorAdd : register(c17);
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uniform float4 rpColor : register(c18);
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uniform float4 rpViewOrigin : register(c19);
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uniform float4 rpGlobalEyePos : register(c20);
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uniform float4 rpMVPmatrixX : register(c21);
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uniform float4 rpMVPmatrixY : register(c22);
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uniform float4 rpMVPmatrixZ : register(c23);
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uniform float4 rpMVPmatrixW : register(c24);
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uniform float4 rpModelMatrixX : register(c25);
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uniform float4 rpModelMatrixY : register(c26);
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uniform float4 rpModelMatrixZ : register(c27);
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uniform float4 rpModelMatrixW : register(c28);
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uniform float4 rpProjectionMatrixX : register(c29);
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uniform float4 rpProjectionMatrixY : register(c30);
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uniform float4 rpProjectionMatrixZ : register(c31);
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uniform float4 rpProjectionMatrixW : register(c32);
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uniform float4 rpModelViewMatrixX : register(c33);
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uniform float4 rpModelViewMatrixY : register(c34);
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uniform float4 rpModelViewMatrixZ : register(c35);
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uniform float4 rpModelViewMatrixW : register(c36);
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uniform float4 rpTextureMatrixS : register(c37);
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uniform float4 rpTextureMatrixT : register(c38);
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uniform float4 rpTexGen0S : register(c39);
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uniform float4 rpTexGen0T : register(c40);
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uniform float4 rpTexGen0Q : register(c41);
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uniform float4 rpTexGen0Enabled : register(c42);
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uniform float4 rpTexGen1S : register(c43);
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uniform float4 rpTexGen1T : register(c44);
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uniform float4 rpTexGen1Q : register(c45);
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uniform float4 rpTexGen1Enabled : register(c46);
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uniform float4 rpWobbleSkyX : register(c47);
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uniform float4 rpWobbleSkyY : register(c48);
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uniform float4 rpWobbleSkyZ : register(c49);
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uniform float4 rpOverbright : register(c50);
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uniform float4 rpEnableSkinning : register(c51);
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uniform float4 rpAlphaTest : register(c52);
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// RB begin
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uniform float4 rpAmbientColor : register(c53);
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uniform float4 rpGlobalLightOrigin : register(c54);
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uniform float4 rpJitterTexScale : register(c55);
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uniform float4 rpJitterTexOffset : register(c56);
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uniform float4 rpCascadeDistances : register(c57);
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#if defined( USE_UNIFORM_ARRAYS )
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uniform float4 rpShadowMatrices : register(c58);
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#else
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uniform float4 rpShadowMatrices[6*4] : register(c59);
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#endif
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// RB end
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static float dot2( float2 a, float2 b ) { return dot( a, b ); }
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static float dot3( float3 a, float3 b ) { return dot( a, b ); }
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static float dot3( float3 a, float4 b ) { return dot( a, b.xyz ); }
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static float dot3( float4 a, float3 b ) { return dot( a.xyz, b ); }
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static float dot3( float4 a, float4 b ) { return dot( a.xyz, b.xyz ); }
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static float dot4( float4 a, float4 b ) { return dot( a, b ); }
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static float dot4( float2 a, float4 b ) { return dot( float4( a, 0, 1 ), b ); }
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// RB begin
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#ifndef PI
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#define PI 3.14159265358979323846
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#endif
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#define DEG2RAD( a ) ( ( a ) * PI / 180.0f )
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#define RAD2DEG( a ) ( ( a ) * 180.0f / PI )
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// ----------------------
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// sRGB <-> Linear RGB Color Conversion
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// ----------------------
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half3 sRGBToLinearRGB( half3 rgb )
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{
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#if defined( USE_LINEAR_RGB ) && !defined( USE_SRGB )
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return max( pow( rgb, half3( 2.2 ) ), half3( 0.0 ) );
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#else
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return rgb;
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#endif
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}
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half4 sRGBAToLinearRGBA( half4 rgba )
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{
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#if defined( USE_LINEAR_RGB ) && !defined( USE_SRGB )
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return float4( max( pow( rgba.rgb, half3( 2.2 ) ), half3( 0.0 ) ), rgba.a );
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#else
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return rgba;
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#endif
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}
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half3 LinearRGBToSRGB( half3 rgb )
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{
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#if defined( USE_LINEAR_RGB ) && !defined( USE_SRGB )
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return pow( rgb, half3( 1.0 ) / half3( 2.2 ) );
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#else
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return rgb;
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#endif
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}
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half4 LinearRGBToSRGB( half4 rgba )
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{
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#if defined( USE_LINEAR_RGB ) && !defined( USE_SRGB )
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rgba.rgb = pow( rgba.rgb, half3( 1.0 ) / half3( 2.2 ) );
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return rgba; //pow( rgba, half4( 1.0 ) / half4( 2.2 ) );
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#else
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return rgba;
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#endif
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}
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// RB end
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// ----------------------
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// YCoCg Color Conversion
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// ----------------------
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static const half4 matrixRGB1toCoCg1YX = half4( 0.50, 0.0, -0.50, 0.50196078 ); // Co
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static const half4 matrixRGB1toCoCg1YY = half4( -0.25, 0.5, -0.25, 0.50196078 ); // Cg
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static const half4 matrixRGB1toCoCg1YZ = half4( 0.0, 0.0, 0.0, 1.0 ); // 1.0
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static const half4 matrixRGB1toCoCg1YW = half4( 0.25, 0.5, 0.25, 0.0 ); // Y
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static const half4 matrixCoCg1YtoRGB1X = half4( 1.0, -1.0, 0.0, 1.0 );
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static const half4 matrixCoCg1YtoRGB1Y = half4( 0.0, 1.0, -0.50196078, 1.0 ); // -0.5 * 256.0 / 255.0
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static const half4 matrixCoCg1YtoRGB1Z = half4( -1.0, -1.0, 1.00392156, 1.0 ); // +1.0 * 256.0 / 255.0
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static half3 ConvertYCoCgToRGB( half4 YCoCg ) {
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half3 rgbColor;
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YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //z = z * 255.0/8.0 + 1.0
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YCoCg.z = 1.0 / YCoCg.z;
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YCoCg.xy *= YCoCg.z;
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rgbColor.x = dot4( YCoCg, matrixCoCg1YtoRGB1X );
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rgbColor.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y );
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rgbColor.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z );
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return rgbColor;
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}
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static float2 CenterScale( float2 inTC, float2 centerScale ) {
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float scaleX = centerScale.x;
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float scaleY = centerScale.y;
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float4 tc0 = float4( scaleX, 0, 0, 0.5 - ( 0.5f * scaleX ) );
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float4 tc1 = float4( 0, scaleY, 0, 0.5 - ( 0.5f * scaleY ) );
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float2 finalTC;
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finalTC.x = dot4( inTC, tc0 );
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finalTC.y = dot4( inTC, tc1 );
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return finalTC;
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}
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static float2 Rotate2D( float2 inTC, float2 cs ) {
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float sinValue = cs.y;
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float cosValue = cs.x;
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float4 tc0 = float4( cosValue, -sinValue, 0, ( -0.5f * cosValue ) + ( 0.5f * sinValue ) + 0.5f );
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float4 tc1 = float4( sinValue, cosValue, 0, ( -0.5f * sinValue ) + ( -0.5f * cosValue ) + 0.5f );
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float2 finalTC;
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finalTC.x = dot4( inTC, tc0 );
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finalTC.y = dot4( inTC, tc1 );
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return finalTC;
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}
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// better noise function available at https://github.com/ashima/webgl-noise
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float rand( float2 co ) {
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return frac( sin( dot( co.xy, float2( 12.9898, 78.233 ) ) ) * 43758.5453 );
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}
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#define square( x ) ( x * x )
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static const half4 LUMINANCE_SRGB = half4( 0.2125, 0.7154, 0.0721, 0.0 );
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static const half4 LUMINANCE_LINEAR = half4( 0.299, 0.587, 0.144, 0.0 );
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#define _half2( x ) half2( x )
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#define _half3( x ) half3( x )
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#define _half4( x ) half4( x )
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#define _float2( x ) float2( x )
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#define _float3( x ) float3( x )
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#define _float4( x ) float4( x )
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#define VPOS WPOS
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static float4 idtex2Dproj( sampler2D samp, float4 texCoords ) { return tex2Dproj( samp, texCoords.xyw ); }
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static float4 swizzleColor( float4 c )
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{
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return c;
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//return sRGBAToLinearRGBA( c );
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}
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static float2 vposToScreenPosTexCoord( float2 vpos ) { return vpos.xy * rpWindowCoord.xy; }
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#define BRANCH
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#define IFANY
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