mirror of https://github.com/AxioDL/metaforce.git
Metal XRayBlurFilter
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#include "CCameraBlurFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* VS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 uvIn;\n"
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"\n"
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"UBINDING0 uniform ThermalHotUniform\n"
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"{\n"
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" vec4 colorReg0;\n"
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" vec4 colorReg1;\n"
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" vec4 colorReg2;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" vec2 sceneUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) out VertToFrag vtf;\n"
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"void main()\n"
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"{\n"
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" vtf.sceneUv = uvIn.xy;\n"
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" gl_Position = vec4(posIn.xyz, 1.0);\n"
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"}\n";
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static const char* FS =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec2 sceneUv;\n"
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"};\n"
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"\n"
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"SBINDING(0) in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"TBINDING0 uniform sampler2D sceneTex;\n"
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"TBINDING1 uniform sampler2D paletteTex;\n"
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"const vec4 kRGBToYPrime = vec4(0.299, 0.587, 0.114, 0.0);\n"
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"void main()\n"
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"{\n"
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" float sceneSample = dot(texture(sceneTex, vtf.sceneUv), kRGBToYPrime);\n"
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" vec4 colorSample = texture(paletteTex, vec2(sceneSample / 17.0, 0.5));\n"
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" colorOut = colorSample * sceneSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CCameraBlurFilter)
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struct CCameraBlurFilterMetalDataBindingFactory : TShader<CCameraBlurFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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boo::IShaderPipeline* pipeline,
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boo::IVertexFormat* vtxFmt,
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CCameraBlurFilter& filter)
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{
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, g_Renderer->GetThermoPalette()};
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return cctx.newShaderDataBinding(pipeline, vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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TShader<CCameraBlurFilter>::IDataBindingFactory* CCameraBlurFilter::Initialize(boo::MetalDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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{
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::DstAlpha,
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boo::BlendFactor::InvDstAlpha, boo::Primitive::TriStrips, false, false, false);
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return new CCameraBlurFilterMetalDataBindingFactory;
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}
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}
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#include "CXRayBlurFilter.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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static const char* VS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"struct VertData\n"
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"{\n"
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" float4 posIn [[ attribute(0) ]];\n"
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" float4 uvIn [[ attribute(1) ]];\n"
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"};\n"
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"\n"
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"struct XRayBlurUniform\n"
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"{\n"
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" float4x4 uv0;\n"
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" float4x4 uv1;\n"
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" float4x4 uv2;\n"
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" float4x4 uv3;\n"
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"};\n"
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"\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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"};\n"
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"\n"
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"vertex VertToFrag vmain(VertData v [[ stage_in ]], constant XRayBlurUniform& xbu [[ buffer(2) ]])\n"
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"{\n"
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" VertToFrag vtf;\n"
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" vtf.uv0 = (xbu.uv0 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv0.y = -vtf.uv0.y;\n"
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" vtf.uv1 = (xbu.uv1 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv1.y = -vtf.uv1.y;\n"
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" vtf.uv2 = (xbu.uv2 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv2.y = -vtf.uv2.y;\n"
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" vtf.uv3 = (xbu.uv3 * float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
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" vtf.uv3.y = -vtf.uv3.y;\n"
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" vtf.position = float4(v.posIn.xyz, 1.0);\n"
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" return vtf;\n"
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"}\n";
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static const char* FS =
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"#include <metal_stdlib>\n"
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"using namespace metal;\n"
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"constexpr sampler samp(address::repeat, filter::linear);\n"
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"struct VertToFrag\n"
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"{\n"
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" float4 position [[ position ]];\n"
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" float2 uv0;\n"
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" float2 uv1;\n"
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" float2 uv2;\n"
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" float2 uv3;\n"
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"};\n"
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"\n"
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"constant float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
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"fragment float4 fmain(VertToFrag vtf [[ stage_in ]],\n"
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" texture2d<float> sceneTex [[ texture(0) ]],\n"
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" texture2d<float> paletteTex [[ texture(1) ]])\n"
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"{\n"
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" float4 colorSample = paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" colorSample += paletteTex.sample(samp, float2(dot(sceneTex.sample(samp, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
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" return colorSample;\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
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struct CXRayBlurFilterMetalDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
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{
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boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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boo::IShaderPipeline* pipeline,
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boo::IVertexFormat* vtxFmt,
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CXRayBlurFilter& filter)
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{
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boo::MetalDataFactory::Context& cctx = static_cast<boo::MetalDataFactory::Context&>(ctx);
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boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
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boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_booTex};
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return cctx.newShaderDataBinding(pipeline, vtxFmt,
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filter.m_vbo, nullptr, nullptr, 1, bufs,
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nullptr, nullptr, nullptr, 2, texs);
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}
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};
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TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::MetalDataFactory::Context& ctx,
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boo::IShaderPipeline*& pipeOut,
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boo::IVertexFormat*& vtxFmtOut)
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{
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{nullptr, nullptr, boo::VertexSemantic::Position4},
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{nullptr, nullptr, boo::VertexSemantic::UV4}
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};
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vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
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pipeOut = ctx.newShaderPipeline(VS, FS, vtxFmtOut, CGraphics::g_ViewportSamples, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
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return new CXRayBlurFilterMetalDataBindingFactory;
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}
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}
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