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Removing Cg leftovers
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@ -1,151 +0,0 @@
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struct outtype {float4 color : COLOR;};
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uniform float4 srctexsize;
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outtype blur1(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
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{
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float2 uv2 = uv.xy + srctexsize.zw*float2(1,1);
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float d=.00175;
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float3 val = tex2D(sampler_blur, float2(uv.x-d, uv.y)).xyz;
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val += tex2D(sampler_blur, float2(uv.x+d, uv.y)).xyz;
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val += tex2D(sampler_blur, float2(uv.x, uv.y + d)).xyz;
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val += tex2D(sampler_blur, float2(uv.x, uv.y - d)).xyz;
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float3 val2 = tex2D(sampler_blur, float2(uv.x-d, uv.y -d)).xyz;
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val += tex2D(sampler_blur, float2(uv.x-d, uv.y +d)).xyz;
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val += tex2D(sampler_blur, float2(uv.x+d, uv.y + d)).xyz;
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val += tex2D(sampler_blur, float2(uv.x +d, uv.y - d)).xyz;
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outtype OUT;
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val *= 0.65;
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val2 *= 0.35;
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OUT.color.xyz = val* 0.25 + val2 * 0.25;
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OUT.color.w = 1;
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return OUT;
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}
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outtype blur2(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
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{
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float2 uv2 = uv.xy + srctexsize.zw*float2(1,0);
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float d = srctexsize.z;
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d=.0015;
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float3 val = tex2D(sampler_blur, float2(uv.x-d, uv.y)).xyz;
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val += tex2D(sampler_blur, float2(uv.x+d, uv.y)).xyz;
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val += tex2D(sampler_blur, float2(uv.x, uv.y + d)).xyz;
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val += tex2D(sampler_blur, float2(uv.x, uv.y - d)).xyz;
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val *= 0.25;
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float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
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t = sqrt(t);
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float minimum = 0.5;
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float variance = 0.5;
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float size = 50;
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t = minimum + variance*saturate(t*size);
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t = 1;
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val.xyz *= t;
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outtype OUT;
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OUT.color.xyz = val;
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OUT.color.w = 1;
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return OUT;
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}
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outtype blurHoriz(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
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{
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// LONG HORIZ. PASS 1:
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const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 };
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const float w1 = w[0] + w[1];
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const float w2 = w[2] + w[3];
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const float w3 = w[4] + w[5];
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const float w4 = w[6] + w[7];
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const float d1 = 0 + 2*w[1]/w1;
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const float d2 = 2 + 2*w[3]/w2;
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const float d3 = 4 + 2*w[5]/w3;
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const float d4 = 6 + 2*w[7]/w4;
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const float w_div = 0.5/(w1+w2+w3+w4);
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float fscale = 1;
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float fbias = 0;
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// note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
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//float2 uv2 = uv.xy;// + srctexsize.zw*float2(0.5,0.5);
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float2 uv2 = uv.xy + srctexsize.zw*float2(1,1); // + moves blur UP, LEFT by 1-pixel increments
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float3 blur =
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( tex2D( sampler_blur, uv2 + float2( d1*srctexsize.z,0) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(-d1*srctexsize.z,0) ).xyz)*w1 +
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( tex2D( sampler_blur, uv2 + float2( d2*srctexsize.z,0) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(-d2*srctexsize.z,0) ).xyz)*w2 +
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( tex2D( sampler_blur, uv2 + float2( d3*srctexsize.z,0) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(-d3*srctexsize.z,0) ).xyz)*w3 +
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( tex2D( sampler_blur, uv2 + float2( d4*srctexsize.z,0) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(-d4*srctexsize.z,0) ).xyz)*w4
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;
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blur.xyz *= w_div;
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blur.xyz = blur.xyz*fscale + fbias;
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outtype OUT;
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OUT.color.xyz = blur;
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OUT.color.w = 1;
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return OUT;
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}
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outtype blurVert(float2 uv : TEXCOORD0, uniform sampler2D sampler_blur : TEX0)
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{
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//SHORT VERTICAL PASS 2:
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const float w[8] = { 4.0, 3.8, 3.5, 2.9, 1.9, 1.2, 0.7, 0.3 };
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const float w1 = w[0]+w[1] + w[2]+w[3];
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const float w2 = w[4]+w[5] + w[6]+w[7];
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const float d1 = 0 + 2*((w[2]+w[3])/w1);
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const float d2 = 2 + 2*((w[6]+w[7])/w2);
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const float w_div = 1.0/((w1+w2)*2);
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// note: if you just take one sample at exactly uv.xy, you get an avg of 4 pixels.
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//float2 uv2 = uv.xy;// + srctexsize.zw*float2(-0.5,-0.5);
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float2 uv2 = uv.xy + srctexsize.zw*float2(1,0); // + moves blur UP, LEFT by TWO-pixel increments! (since texture is 1/2 the size of blur1_ps)
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float3 blur =
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( tex2D( sampler_blur, uv2 + float2(0, d1*srctexsize.w) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(0,-d1*srctexsize.w) ).xyz)*w1 +
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( tex2D( sampler_blur, uv2 + float2(0, d2*srctexsize.w) ).xyz
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+ tex2D( sampler_blur, uv2 + float2(0,-d2*srctexsize.w) ).xyz)*w2
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;
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blur.xyz *= w_div;
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// tone it down at the edges: (only happens on 1st X pass!)
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float t = min( min(uv.x, uv.y), 1-max(uv.x,uv.y) );
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float minimum = 0.5;
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float variance = 0.5;
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float size = 50;
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blur.xyz *= t;
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t = sqrt(t);
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t = minimum + variance*saturate(t*size);
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t=1;
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blur.xyz *= t;
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outtype OUT;
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OUT.color.xyz = blur;
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OUT.color.w = 1;
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return OUT;
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}
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