Alpha 6 for Fallout 3
This commit is contained in:
parent
998fd72ea5
commit
8b64feccc8
27 changed files with 5274 additions and 4358 deletions
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@ -1,151 +1,184 @@
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/*
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menbprepassinternals.fx : MariENB prepass internal variables.
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(C)2013-2014 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa.
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Released under the WTFPL.
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*/
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/* mathematical constants */
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static const float pi = 3.1415926535898;
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/* edge detect factors */
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static const float3x3 GX =
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{
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-1, 0, 1,
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-2, 0, 2,
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-1, 0, 1
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};
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static const float3x3 GY =
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{
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1, 2, 1,
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0, 0, 0,
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-1,-2,-1
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};
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/* gaussian blur matrices */
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static const float2x2 gauss3 =
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{
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0.16,0.12,
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0.12,0.09
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};
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static const float3x3 gauss5 =
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{
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0.0865051903114,0.0692041522491,0.0346020761246,
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0.0692041522491,0.0553633217993,0.0276816609,
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0.0346020761246,0.0276816609,0.01384083045
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};
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static const float4x4 gauss7 =
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{
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0.0632507440209,0.0527089533508,0.0301194019147,0.011294775718,
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0.0527089533508,0.0439241277923,0.0250995015956,0.00941231309835,
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0.0301194019147,0.0250995015956,0.01434257234,0.00537846462763,
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0.011294775718,0.00941231309835,0.00537846462763,0.00201692423536
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};
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/* SSAO sample sphere */
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static const float3 ssao_samples[16] =
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{
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float3( 0.5381, 0.1856,-0.4319),float3( 0.1379, 0.2486, 0.4430),
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float3( 0.3371, 0.5679,-0.0057),float3(-0.6999,-0.0451,-0.0019),
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float3( 0.0689,-0.1598,-0.8547),float3( 0.0560, 0.0069,-0.1843),
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float3(-0.0146, 0.1402, 0.0762),float3( 0.0100,-0.1924,-0.0344),
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float3(-0.3577,-0.5301,-0.4358),float3(-0.3169, 0.1063, 0.0158),
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float3( 0.0103,-0.5869, 0.0046),float3(-0.0897,-0.4940, 0.3287),
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float3( 0.7119,-0.0154,-0.0918),float3(-0.0533, 0.0596,-0.5411),
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float3( 0.0352,-0.0631, 0.5460),float3(-0.4776, 0.2847,-0.0271)
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};
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/* standard stuff */
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float4 ScreenSize;
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float ENightDayFactor;
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float EInteriorFactor;
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float FadeFactor;
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float4 Timer;
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/* samplers and textures */
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texture2D texColor;
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texture2D texDepth;
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texture2D texNoise3
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<
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string ResourceName = "menbnoise2.png";
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>;
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texture2D texFocus;
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texture2D texCurr;
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texture2D texPrev;
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sampler2D SamplerColor = sampler_state
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{
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Texture = <texColor>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Mirror;
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AddressV = Mirror;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerDepth = sampler_state
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{
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Texture = <texDepth>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerNoise3 = sampler_state
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{
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Texture = <texNoise3>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFocus = sampler_state
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{
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Texture = <texFocus>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerCurr = sampler_state
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{
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Texture = <texCurr>;
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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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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerPrev = sampler_state
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{
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Texture = <texPrev>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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float4 vpos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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/*
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menbprepassinternals.fx : MariENB prepass internal variables.
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(C)2013-2015 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa.
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Released under the GNU GPLv3 (or later).
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*/
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/* mathematical constants */
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static const float pi = 3.1415926535898;
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/* edge detect factors */
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static const float3x3 GX =
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{
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-1, 0, 1,
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-2, 0, 2,
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-1, 0, 1
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};
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static const float3x3 GY =
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{
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1, 2, 1,
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0, 0, 0,
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-1,-2,-1
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};
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/* gaussian kernels */
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/* radius: 8, std dev: 3 */
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static const float gauss8[8] =
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{
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0.134598, 0.127325, 0.107778, 0.081638,
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0.055335, 0.033562, 0.018216, 0.008847
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};
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/* radius: 16, std dev: 6 */
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static const float gauss16[16] =
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{
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0.067142, 0.066216, 0.063513, 0.059252,
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0.053763, 0.047446, 0.040723, 0.033996,
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0.027603, 0.021798, 0.016742, 0.012507,
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0.009087, 0.006421, 0.004413, 0.002950
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};
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/* SSAO samples */
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static const float3 ssao_lq[16] =
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{
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float3( 0.0174, 0.0599, 0.0037),float3(-0.0470,-0.1116,-0.0310),
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float3(-0.1375, 0.0369,-0.1220),float3(-0.0373,-0.1082, 0.2222),
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float3( 0.0731, 0.1548,-0.2614),float3(-0.3485, 0.0200, 0.1369),
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float3( 0.2177,-0.2827,-0.2531),float3(-0.3315,-0.2890, 0.2379),
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float3( 0.1429,-0.5418, 0.0491),float3(-0.4260,-0.3304,-0.3162),
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float3( 0.3721,-0.4619, 0.3477),float3(-0.4609,-0.0396,-0.5903),
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float3(-0.6294, 0.1593,-0.4885),float3(-0.8068,-0.1182, 0.3173),
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float3( 0.6586, 0.6182,-0.2510),float3( 0.2338,-0.9721, 0.0167)
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};
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static const float3 ssao_hq[64] =
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{
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float3( 0.0000,-0.0002, 0.0002),float3(-0.0005, 0.0006, 0.0006),
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float3(-0.0003,-0.0018,-0.0012),float3( 0.0025, 0.0001,-0.0030),
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float3( 0.0032,-0.0031,-0.0042),float3(-0.0075, 0.0032, 0.0034),
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float3(-0.0017, 0.0107, 0.0050),float3(-0.0113,-0.0022,-0.0106),
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float3( 0.0113,-0.0000,-0.0162),float3(-0.0121,-0.0156,-0.0143),
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float3( 0.0145,-0.0099, 0.0238),float3(-0.0041, 0.0258,-0.0236),
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float3( 0.0261,-0.0282,-0.0150),float3(-0.0392, 0.0259, 0.0093),
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float3( 0.0079, 0.0122,-0.0530),float3(-0.0173, 0.0024,-0.0600),
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float3( 0.0164,-0.0483,-0.0487),float3( 0.0253, 0.0749, 0.0030),
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float3( 0.0702,-0.0024, 0.0532),float3(-0.0587, 0.0343,-0.0701),
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float3(-0.0284, 0.0949, 0.0422),float3(-0.0782,-0.0518, 0.0719),
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float3( 0.0891,-0.0295, 0.0887),float3(-0.1176,-0.0770, 0.0034),
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float3( 0.0911, 0.0979,-0.0736),float3(-0.0492,-0.1109,-0.1119),
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float3( 0.0881,-0.1122,-0.1064),float3(-0.0978,-0.0594,-0.1534),
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float3( 0.1226,-0.0478,-0.1577),float3( 0.1713, 0.1376,-0.0033),
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float3(-0.1098, 0.1317,-0.1601),float3( 0.0153, 0.0431,-0.2458),
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float3( 0.0413,-0.2602,-0.0358),float3( 0.1160, 0.2073,-0.1524),
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float3(-0.0891,-0.2844,-0.0254),float3(-0.2356, 0.1856, 0.1007),
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float3(-0.1331,-0.2241,-0.2093),float3(-0.0946,-0.0943, 0.3262),
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float3(-0.2076, 0.2990,-0.0735),float3(-0.3388,-0.1854,-0.0584),
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float3(-0.2950, 0.2562, 0.1256),float3( 0.1245, 0.3253, 0.2533),
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float3(-0.3334, 0.0732, 0.2954),float3(-0.0878,-0.0338, 0.4632),
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float3( 0.3257,-0.1494, 0.3406),float3( 0.1496, 0.4734, 0.1426),
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float3(-0.4816,-0.1498,-0.1911),float3(-0.4407,-0.2691,-0.2231),
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float3(-0.5739,-0.0862,-0.0829),float3(-0.1811,-0.4338, 0.3893),
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float3(-0.4059, 0.2597,-0.4135),float3( 0.5669,-0.1450, 0.3057),
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float3(-0.3459, 0.0907,-0.5852),float3(-0.0378,-0.4889,-0.5161),
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float3(-0.1609,-0.1172, 0.7112),float3(-0.1584, 0.2215,-0.7156),
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float3(-0.0601,-0.6410,-0.4634),float3(-0.1877,-0.4821, 0.6379),
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float3(-0.5357, 0.6528, 0.0957),float3(-0.5073,-0.3124, 0.6462),
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float3(-0.1505, 0.6792,-0.5842),float3( 0.1781,-0.9197, 0.0557),
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float3(-0.5309,-0.3378,-0.7369),float3(-0.7460, 0.2721,-0.6078)
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};
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/* standard stuff */
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float4 ScreenSize;
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float ENightDayFactor;
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float EInteriorFactor;
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float FadeFactor;
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float4 Timer;
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float FieldOfView;
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/* samplers and textures */
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texture2D texColor;
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texture2D texDepth;
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texture2D texNoise3
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<
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string ResourceName = "menbnoise2.png";
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>;
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texture2D texFocus;
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texture2D texCurr;
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texture2D texPrev;
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sampler2D SamplerColor = sampler_state
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{
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Texture = <texColor>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerDepth = sampler_state
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{
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Texture = <texDepth>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerNoise3 = sampler_state
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{
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Texture = <texNoise3>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Wrap;
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AddressV = Wrap;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFocus = sampler_state
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{
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Texture = <texFocus>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerCurr = sampler_state
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{
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Texture = <texCurr>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerPrev = sampler_state
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{
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Texture = <texPrev>;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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/* whatever */
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struct VS_OUTPUT_POST
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{
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float4 vpos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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struct VS_INPUT_POST
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{
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float3 pos : POSITION;
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float2 txcoord : TEXCOORD0;
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};
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