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DCLN OBB transform fix
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@@ -60,7 +60,7 @@ TBINDING2 uniform sampler2D maskTex;
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TBINDING3 uniform sampler2D maskTexBlur;
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void main()
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{
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vec2 indUv = (texture(indTex, vtf.indUv).ra - vec2(0.5, 0.5)) *
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vec2 indUv = (texture(indTex, vtf.indUv).ab - vec2(0.5, 0.5)) *
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vtf.indScaleOff.xy + vtf.indScaleOff.zw;
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float maskBlurAlpha = clamp(0.0, (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a) * 2.0, 1.0);
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colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * maskBlurAlpha;
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@@ -123,7 +123,7 @@ Texture2D maskTex : register(t2);
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Texture2D maskTexBlur : register(t3);
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float4 main(in VertToFrag vtf) : SV_Target0
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{
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float2 indUv = (indTex.Sample(samp, vtf.indUv).ra - float2(0.5, 0.5)) *
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float2 indUv = (indTex.Sample(samp, vtf.indUv).ab - float2(0.5, 0.5)) *
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vtf.indScaleOff.xy + vtf.indScaleOff.zw;
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float maskBlurAlpha = saturate((maskTexBlur.Sample(samp, vtf.maskUv).a - maskTex.Sample(samp, vtf.maskUv).a) * 2.0);
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return float4((vtf.color * screenTex.Sample(samp, indUv + vtf.screenUv) * maskBlurAlpha).rgb, vtf.color.a);
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@@ -186,7 +186,7 @@ fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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texture2d<float> maskTex [[ texture(2) ]],
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texture2d<float> maskTexBlur [[ texture(3) ]])
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{
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float2 indUv = (indTex.sample(samp, vtf.indUv).ra - float2(0.5, 0.5)) *
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float2 indUv = (indTex.sample(samp, vtf.indUv).ab - float2(0.5, 0.5)) *
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vtf.indScaleOff.xy + vtf.indScaleOff.zw;
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float maskBlurAlpha = saturate((maskTexBlur.sample(samp, vtf.maskUv).a - maskTex.sample(samp, vtf.maskUv).a) * 2.0);
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return float4((vtf.color * screenTex.sample(samp, indUv + vtf.screenUv) * maskBlurAlpha).rgb, vtf.color.a);
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