MariENB DUST 2.4.2
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44 changed files with 1396 additions and 1139 deletions
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@ -1,6 +1,6 @@
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/*
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menbextrainternals.fx : MariENB extra internal variables.
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(C)2013-2016 Marisa Kirisame, UnSX Team.
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(C)2013-2017 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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@ -20,23 +20,6 @@ static const float ordered2[4] =
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d(4),d(2)
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};
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#undef d
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#define d(x) x/9.0
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static const float ordered3[9] =
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{
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d(2),d(6),d(3),
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d(5),d(0),d(8),
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d(1),d(7),d(4)
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};
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#undef d
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#define d(x) x/16.0
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static const float ordered4[16] =
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{
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d( 0),d( 8),d( 2),d(10),
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d(12),d( 4),d(14),d( 6),
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d( 3),d(11),d( 1),d( 9),
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d(15),d( 7),d(13),d( 5)
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};
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#undef d
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#define d(x) x/64.0
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static const float ordered8[64] =
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{
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@ -50,99 +33,6 @@ static const float ordered8[64] =
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d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
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};
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#undef d
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/*
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palettes
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don't touch unless you know what you're doing
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*/
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#define d(x) x/3.0
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static const float3 cga1l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(0),d(2)),
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float3(d(2),d(2),d(2))
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};
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static const float3 cga1h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(1),d(3)),
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float3(d(3),d(3),d(3))
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};
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static const float3 cga2l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(0)),
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float3(d(2),d(0),d(0)),
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float3(d(2),d(1),d(0))
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};
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static const float3 cga2h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(1)),
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float3(d(3),d(1),d(1)),
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float3(d(3),d(2),d(1))
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};
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static const float3 cga3l[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(0),d(0)),
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float3(d(2),d(2),d(2))
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};
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static const float3 cga3h[4] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(1),d(1)),
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float3(d(3),d(3),d(3))
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};
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static const float3 stdega[16] =
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{
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float3(d(0),d(0),d(0)),
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float3(d(2),d(0),d(0)),
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float3(d(0),d(2),d(0)),
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float3(d(2),d(1),d(0)),
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float3(d(0),d(0),d(2)),
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float3(d(2),d(0),d(2)),
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float3(d(0),d(2),d(2)),
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float3(d(2),d(2),d(2)),
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float3(d(1),d(1),d(1)),
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float3(d(3),d(1),d(1)),
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float3(d(1),d(3),d(1)),
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float3(d(3),d(3),d(1)),
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float3(d(1),d(1),d(3)),
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float3(d(3),d(1),d(3)),
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float3(d(1),d(3),d(3)),
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float3(d(3),d(3),d(3))
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};
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#undef d
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#define d(x) x/256.0
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static const float3 aosega[16] =
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{
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float3(d( 0),d( 0),d( 0)),
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float3(d(128),d( 0),d( 0)),
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float3(d( 32),d(128),d( 0)),
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float3(d(160),d( 64),d( 32)),
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float3(d( 0),d( 32),d( 88)),
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float3(d( 60),d( 0),d( 88)),
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float3(d( 16),d(160),d(208)),
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float3(d( 88),d( 88),d( 88)),
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float3(d( 32),d( 32),d( 32)),
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float3(d(256),d( 64),d( 64)),
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float3(d( 72),d(256),d( 64)),
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float3(d(256),d(224),d( 60)),
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float3(d( 48),d(128),d(256)),
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float3(d(192),d( 48),d(256)),
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float3(d( 72),d(224),d(256)),
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float3(d(256),d(256),d(256)),
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};
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#undef d
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/* gauss stuff */
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float gauss3[3] =
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{
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0.444814, 0.239936, 0.037657
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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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@ -150,21 +40,13 @@ float EInteriorFactor;
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/* samplers and textures */
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texture2D texColor;
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texture2D texDepth;
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texture2D texFont
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texture2D texCGA
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<
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string ResourceName = "menbvgaluma.png";
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string ResourceName = "menbcgalut.png";
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>;
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texture2D texDots
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texture2D texEGA
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<
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string ResourceName = "menbdots.png";
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>;
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texture2D texDoom
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<
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string ResourceName = "menbdoomlut.png";
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>;
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texture2D texQuake
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<
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string ResourceName = "menbquakelut.png";
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string ResourceName = "menbegalut.png";
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>;
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texture2D texVGA
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<
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@ -206,49 +88,25 @@ sampler2D SamplerDepth = sampler_state
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MaxMipLevel = 0;
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MipMapLodBias = 0;
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};
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sampler2D SamplerFont = sampler_state
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sampler2D SamplerCGA = sampler_state
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{
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Texture = <texFont>;
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MinFilter = LINEAR;
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MagFilter = POINT;
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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 SamplerDots = sampler_state
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{
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Texture = <texDots>;
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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 SamplerDoom = sampler_state
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{
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Texture = <texDoom>;
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Texture = <texCGA>;
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MinFilter = POINT;
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MagFilter = POINT;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressU = Wrap;
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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 SamplerQuake = sampler_state
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sampler2D SamplerEGA = sampler_state
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{
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Texture = <texQuake>;
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Texture = <texEGA>;
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MinFilter = POINT;
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MagFilter = POINT;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressU = Wrap;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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@ -260,7 +118,7 @@ sampler2D SamplerVGA = sampler_state
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MinFilter = POINT;
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MagFilter = POINT;
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MipFilter = NONE;
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AddressU = Clamp;
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AddressU = Wrap;
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AddressV = Clamp;
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SRGBTexture = FALSE;
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MaxMipLevel = 0;
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