mirror of https://github.com/AxioDL/metaforce.git
374 lines
14 KiB
C++
374 lines
14 KiB
C++
#include "CPhazonSuitFilter.hpp"
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#include "TShader.hpp"
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#include "Graphics/CTexture.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 screenUvIn;\n"
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"layout(location=2) in vec4 indUvIn;\n"
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"layout(location=3) in vec4 maskUvIn;\n"
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"\n"
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"UBINDING0 uniform PhazonSuitUniform\n"
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"{\n"
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" vec4 color;\n"
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" vec4 indScaleOff;\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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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\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.color = color;\n"
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" vtf.indScaleOff = indScaleOff;\n"
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" vtf.screenUv = screenUvIn.xy;\n"
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" vtf.indUv = indUvIn.xy;\n"
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" vtf.maskUv = maskUvIn.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* IndFS =
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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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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\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 screenTex;\n"
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"TBINDING1 uniform sampler2D indTex;\n"
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"TBINDING2 uniform sampler2D maskTex;\n"
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"TBINDING3 uniform sampler2D maskTexBlur;\n"
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"void main()\n"
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"{\n"
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" vec2 indUv = (texture(indTex, vtf.indUv).ra - vec2(0.5, 0.5)) * \n"
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" vtf.indScaleOff.xy + vtf.indScaleOff.zw;\n"
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" float maskBlurAlpha = clamp(0.0, (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a) * 2.0, 1.0);\n"
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" colorOut = vtf.color * texture(screenTex, indUv + vtf.screenUv) * maskBlurAlpha;\n"
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" colorOut.a = vtf.color.a;\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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" vec4 color;\n"
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" vec4 indScaleOff;\n"
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" vec2 screenUv;\n"
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" vec2 indUv;\n"
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" vec2 maskUv;\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 screenTex;\n"
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"TBINDING1 uniform sampler2D maskTex;\n"
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"TBINDING2 uniform sampler2D maskTexBlur;\n"
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"void main()\n"
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"{\n"
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" float maskBlurAlpha = clamp(0.0, (texture(maskTexBlur, vtf.maskUv).a - texture(maskTex, vtf.maskUv).a) * 2.0, 1.0);\n"
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" colorOut = vtf.color * texture(screenTex, vtf.screenUv) * maskBlurAlpha;\n"
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" colorOut.a = vtf.color.a;\n"
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"}\n";
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static const char* BlurVS =
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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 PhazonSuitBlurUniform\n"
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"{\n"
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" vec4 blurDir;\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 uv;\n"
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" vec2 blurDir;\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.uv = uvIn.xy;\n"
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" vtf.blurDir = blurDir.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* BlurFS =
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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 uv;\n"
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" vec2 blurDir;\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 maskTex;\n"
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"void main()\n"
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"{\n"
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" //this will be our alpha sum\n"
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" float sum = 0.0;\n"
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"\n"
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" //apply blurring, using a 23-tap filter with predefined gaussian weights\n"
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" sum += texture(maskTex, vtf.uv + -11.0 * vtf.blurDir).a * 0.007249;\n"
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" sum += texture(maskTex, vtf.uv + -10.0 * vtf.blurDir).a * 0.011032;\n"
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" sum += texture(maskTex, vtf.uv + -9.0 * vtf.blurDir).a * 0.016133;\n"
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" sum += texture(maskTex, vtf.uv + -8.0 * vtf.blurDir).a * 0.022665;\n"
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" sum += texture(maskTex, vtf.uv + -7.0 * vtf.blurDir).a * 0.030595;\n"
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" sum += texture(maskTex, vtf.uv + -6.0 * vtf.blurDir).a * 0.039680;\n"
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" sum += texture(maskTex, vtf.uv + -5.0 * vtf.blurDir).a * 0.049444;\n"
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" sum += texture(maskTex, vtf.uv + -4.0 * vtf.blurDir).a * 0.059195;\n"
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" sum += texture(maskTex, vtf.uv + -3.0 * vtf.blurDir).a * 0.068091;\n"
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" sum += texture(maskTex, vtf.uv + -2.0 * vtf.blurDir).a * 0.075252;\n"
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" sum += texture(maskTex, vtf.uv + -1.0 * vtf.blurDir).a * 0.079905;\n"
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" sum += texture(maskTex, vtf.uv + 0.0 * vtf.blurDir).a * 0.081519;\n"
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" sum += texture(maskTex, vtf.uv + 1.0 * vtf.blurDir).a * 0.079905;\n"
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" sum += texture(maskTex, vtf.uv + 2.0 * vtf.blurDir).a * 0.075252;\n"
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" sum += texture(maskTex, vtf.uv + 3.0 * vtf.blurDir).a * 0.068091;\n"
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" sum += texture(maskTex, vtf.uv + 4.0 * vtf.blurDir).a * 0.059195;\n"
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" sum += texture(maskTex, vtf.uv + 5.0 * vtf.blurDir).a * 0.049444;\n"
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" sum += texture(maskTex, vtf.uv + 6.0 * vtf.blurDir).a * 0.039680;\n"
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" sum += texture(maskTex, vtf.uv + 7.0 * vtf.blurDir).a * 0.030595;\n"
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" sum += texture(maskTex, vtf.uv + 8.0 * vtf.blurDir).a * 0.022665;\n"
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" sum += texture(maskTex, vtf.uv + 9.0 * vtf.blurDir).a * 0.016133;\n"
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" sum += texture(maskTex, vtf.uv + 10.0 * vtf.blurDir).a * 0.011032;\n"
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" sum += texture(maskTex, vtf.uv + 11.0 * vtf.blurDir).a * 0.007249;\n"
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"\n"
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" colorOut = vec4(1.0, 1.0, 1.0, sum);\n"
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"}\n";
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URDE_DECL_SPECIALIZE_SHADER(CPhazonSuitFilter)
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static boo::ObjToken<boo::IVertexFormat> s_VtxFmt;
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static boo::ObjToken<boo::IVertexFormat> s_BlurVtxFmt;
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static boo::ObjToken<boo::IShaderPipeline> s_IndPipeline;
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static boo::ObjToken<boo::IShaderPipeline> s_Pipeline;
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static boo::ObjToken<boo::IShaderPipeline> s_BlurPipeline;
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struct CPhazonSuitFilterGLDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding> BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CPhazonSuitFilter& filter)
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{
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boo::GLDataFactory::Context& cctx = static_cast<boo::GLDataFactory::Context&>(ctx);
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const boo::VertexElementDescriptor BlurVtxVmt[] =
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{
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{filter.m_blurVbo.get(), nullptr, boo::VertexSemantic::Position4},
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{filter.m_blurVbo.get(), nullptr, boo::VertexSemantic::UV4}
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};
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boo::ObjToken<boo::IVertexFormat> blurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBufBlurX.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ObjToken<boo::ITexture> texs[4];
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int texBindIdxs[4];
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 1;
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filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
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blurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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bufs[0] = filter.m_uniBufBlurY.get();
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 2;
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filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
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blurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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const boo::VertexElementDescriptor VtxVmt[] =
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{
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{filter.m_vbo.get(), nullptr, boo::VertexSemantic::Position4},
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{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 0},
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{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 1},
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{filter.m_vbo.get(), nullptr, boo::VertexSemantic::UV4, 2}
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};
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boo::ObjToken<boo::IVertexFormat> vtxFmt = ctx.newVertexFormat(4, VtxVmt);
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bufs[0] = filter.m_uniBuf.get();
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size_t texCount;
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if (filter.m_indTex)
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = filter.m_indTex->GetBooTexture();
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texBindIdxs[1] = 0;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 1;
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texs[3] = CGraphics::g_SpareTexture.get();
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texBindIdxs[3] = 2;
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texCount = 4;
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}
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else
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = CGraphics::g_SpareTexture.get();
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texBindIdxs[1] = 1;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 2;
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texCount = 3;
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}
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return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
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vtxFmt, filter.m_vbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
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}
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};
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#if BOO_HAS_VULKAN
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struct CPhazonSuitFilterVulkanDataBindingFactory : TShader<CPhazonSuitFilter>::IDataBindingFactory
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{
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boo::ObjToken<boo::IShaderDataBinding>
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BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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CPhazonSuitFilter& filter)
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{
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boo::VulkanDataFactory::Context& cctx = static_cast<boo::VulkanDataFactory::Context&>(ctx);
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boo::ObjToken<boo::IGraphicsBuffer> bufs[] = {filter.m_uniBufBlurX.get()};
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boo::PipelineStage stages[] = {boo::PipelineStage::Vertex};
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boo::ObjToken<boo::ITexture> texs[4];
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int texBindIdxs[4];
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 1;
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filter.m_dataBindBlurX = cctx.newShaderDataBinding(s_BlurPipeline,
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s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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bufs[0] = filter.m_uniBufBlurY.get();
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 2;
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filter.m_dataBindBlurY = cctx.newShaderDataBinding(s_BlurPipeline,
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s_BlurVtxFmt, filter.m_blurVbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, 1, texs, texBindIdxs, nullptr);
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bufs[0] = filter.m_uniBuf.get();
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size_t texCount;
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if (filter.m_indTex)
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = filter.m_indTex->GetBooTexture();
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texBindIdxs[1] = 0;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 1;
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texs[3] = CGraphics::g_SpareTexture.get();
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texBindIdxs[3] = 2;
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texCount = 4;
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}
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else
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{
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texs[0] = CGraphics::g_SpareTexture.get();
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texBindIdxs[0] = 0;
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texs[1] = CGraphics::g_SpareTexture.get();
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texBindIdxs[1] = 1;
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texs[2] = CGraphics::g_SpareTexture.get();
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texBindIdxs[2] = 2;
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texCount = 3;
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}
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return cctx.newShaderDataBinding(filter.m_indTex ? s_IndPipeline : s_Pipeline,
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s_VtxFmt, filter.m_vbo.get(), nullptr, nullptr,
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1, bufs, stages, nullptr, nullptr, texCount, texs, texBindIdxs, nullptr);
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}
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};
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#endif
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TShader<CPhazonSuitFilter>::IDataBindingFactory*
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CPhazonSuitFilter::Initialize(boo::GLDataFactory::Context& ctx)
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{
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const char* uniNames[] = {"PhazonSuitUniform"};
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const char* texNames[] = {"screenTex", "indTex", "maskTex", "maskTexBlur"};
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s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, 4, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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texNames[1] = "maskTex";
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texNames[2] = "maskTexBlur";
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s_Pipeline = ctx.newShaderPipeline(VS, FS, 3, texNames, 1, uniNames, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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uniNames[0] = "PhazonSuitBlurUniform";
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texNames[0] = "maskTex";
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s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, 1, texNames, 1, uniNames, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::None, false, false, true, boo::CullMode::None);
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return new CPhazonSuitFilterGLDataBindingFactory;
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}
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template <>
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void CPhazonSuitFilter::Shutdown<boo::GLDataFactory>()
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{
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s_IndPipeline.reset();
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s_Pipeline.reset();
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s_BlurPipeline.reset();
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}
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#if BOO_HAS_VULKAN
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TShader<CPhazonSuitFilter>::IDataBindingFactory*
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CPhazonSuitFilter::Initialize(boo::VulkanDataFactory::Context& ctx)
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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, 0},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 1},
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{nullptr, nullptr, boo::VertexSemantic::UV4, 2}
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};
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s_VtxFmt = ctx.newVertexFormat(4, VtxVmt);
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const boo::VertexElementDescriptor BlurVtxVmt[] =
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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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s_BlurVtxFmt = ctx.newVertexFormat(2, BlurVtxVmt);
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s_IndPipeline = ctx.newShaderPipeline(VS, IndFS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_Pipeline = ctx.newShaderPipeline(VS, FS, s_VtxFmt, boo::BlendFactor::SrcAlpha,
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boo::BlendFactor::One, boo::Primitive::TriStrips,
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boo::ZTest::None, false, true, false, boo::CullMode::None);
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s_BlurPipeline = ctx.newShaderPipeline(BlurVS, BlurFS, s_BlurVtxFmt, boo::BlendFactor::One,
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boo::BlendFactor::Zero, boo::Primitive::TriStrips,
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boo::ZTest::None, false, false, true, boo::CullMode::None);
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return new CPhazonSuitFilterVulkanDataBindingFactory;
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}
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template <>
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void CPhazonSuitFilter::Shutdown<boo::VulkanDataFactory>()
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{
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s_VtxFmt.reset();
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s_BlurVtxFmt.reset();
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s_IndPipeline.reset();
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s_Pipeline.reset();
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s_BlurPipeline.reset();
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}
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#endif
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}
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