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			302 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			302 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #shader CRandomStaticFilterAlpha
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| #attribute position4
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| #attribute uv4
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| #srcfac srcalpha
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| #dstfac invsrcalpha
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| #primitive tristrips
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| #depthtest none
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| #depthwrite false
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| #culling none
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| 
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| #vertex glsl
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| layout(location=0) in vec4 posIn;
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| layout(location=1) in vec4 uvIn;
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| 
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| UBINDING0 uniform RandomStaticUniform
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| {
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|     vec4 color;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| struct VertToFrag
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| {
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|     vec4 color;
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|     vec2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| SBINDING(0) out VertToFrag vtf;
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| void main()
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| {
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|     vtf.color = color;
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|     vtf.uv = uvIn.xy;
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|     vtf.randOff = randOff;
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|     vtf.discardThres = discardThres;
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|     gl_Position = vec4(posIn.xyz, 1.0);
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| }
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| 
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| #fragment glsl
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| struct VertToFrag
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| {
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|     vec4 color;
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|     vec2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| ivec2 Lookup8BPP(in vec2 uv, in float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return ivec2(addr & 0x3ff, addr >> 10);
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| }
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| 
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| SBINDING(0) in VertToFrag vtf;
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| layout(location=0) out vec4 colorOut;
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| TBINDING0 uniform sampler2D tex;
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| void main()
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| {
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|     colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
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|     colorOut.a = vtf.color.a;
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| }
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| 
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| #vertex hlsl
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| struct VertData
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| {
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|     float4 posIn : POSITION;
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|     float2 uvIn : UV;
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| };
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| 
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| cbuffer RandomStaticUniform : register(b0)
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| {
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|     float4 color;
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|     float randOff;
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|    float discardThres;
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| };
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| 
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| struct VertToFrag
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| {
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|     float4 pos : SV_Position;
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|     float4 color : COLOR;
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|     float2 uv : UV;
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|     float randOff : RANDOFF;
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|     float discardThres : DISCARDTHRES;
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| };
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| 
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| VertToFrag main(in VertData v)
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| {
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|     VertToFrag vtf;
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|     vtf.color = color;
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|     vtf.uv = v.uvIn.xy;
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|     vtf.randOff = randOff;
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|     vtf.discardThres = discardThres;
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|     vtf.pos = float4(v.posIn.xyz, 1.0);
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|     return vtf;
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| }
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| 
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| #fragment hlsl
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| struct VertToFrag
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| {
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|     float4 pos : SV_Position;
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|     float4 color : COLOR;
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|     float2 uv : UV;
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|     float randOff : RANDOFF;
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|     float discardThres : DISCARDTHRES;
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| };
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| 
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| static int3 Lookup8BPP(float2 uv, float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return int3(addr & 0x3ff, addr >> 10, 0);
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| }
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| 
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| Texture2D tex : register(t0);
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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|     colorOut.a = vtf.color.a;
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|     return colorOut;
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| }
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| 
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| #vertex metal
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| struct VertData
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| {
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|     float4 posIn [[ attribute(0) ]];
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|     float2 uvIn [[ attribute(1) ]];
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| };
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| 
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| struct RandomStaticUniform
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| {
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|     float4 color;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| struct VertToFrag
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| {
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|     float4 pos [[ position ]];
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|     float4 color;
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|     float2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| vertex VertToFrag vmain(VertData v [[ stage_in ]],
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|                         constant RandomStaticUniform& su [[ buffer(2) ]])
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| {
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|     VertToFrag vtf;
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|     vtf.color = su.color;
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|     vtf.uv = v.uvIn.xy;
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|     vtf.randOff = su.randOff;
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|     vtf.discardThres = su.discardThres;
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|     vtf.pos = float4(v.posIn.xyz, 1.0);
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|     return vtf;
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| }
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| 
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| #fragment metal
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| struct VertToFrag
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| {
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|     float4 pos [[ position ]];
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|     float4 color;
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|     float2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| static uint2 Lookup8BPP(float2 uv, float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return uint2(addr & 0x3ff, addr >> 10);
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| }
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| 
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| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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|                       texture2d<float> tex [[ texture(0) ]])
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| {
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|     float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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|     colorOut.a = vtf.color.a;
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|     return colorOut;
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| }
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| 
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| #shader CRandomStaticFilterAdd : CRandomStaticFilterAlpha
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| #srcfac srcalpha
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| #dstfac one
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| 
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| #shader CRandomStaticFilterMult : CRandomStaticFilterAlpha
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| #srcfac zero
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| #dstfac srccolor
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| #overwritealpha true
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| 
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| #shader CRandomStaticFilterCookieCutter : CRandomStaticFilterAlpha
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| #srcfac zero
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| #dstfac srccolor
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| #overwritealpha true
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| #depthwrite true
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| #colorwrite false
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| #depthtest lequal
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| 
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| #fragment glsl
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| struct VertToFrag
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| {
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|     vec4 color;
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|     vec2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| ivec2 Lookup8BPP(in vec2 uv, in float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return ivec2(addr & 0x3ff, addr >> 10);
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| }
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| 
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| SBINDING(0) in VertToFrag vtf;
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| layout(location=0) out vec4 colorOut;
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| TBINDING0 uniform sampler2D tex;
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| void main()
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| {
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|     colorOut = texelFetch(tex, Lookup8BPP(vtf.uv, vtf.randOff), 0) * vtf.color;
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|     if (colorOut.a < vtf.discardThres)
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|         discard;
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| }
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| 
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| #fragment hlsl
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| struct VertToFrag
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| {
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|     float4 pos : SV_Position;
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|     float4 color : COLOR;
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|     float2 uv : UV;
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|     float randOff : RANDOFF;
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|     float discardThres : DISCARDTHRES;
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| };
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| 
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| static int3 Lookup8BPP(float2 uv, float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return int3(addr & 0x3ff, addr >> 10, 0);
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| }
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| 
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| Texture2D tex : register(t0);
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| float4 main(in VertToFrag vtf) : SV_Target0
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| {
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|     float4 colorOut = tex.Load(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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|     if (colorOut.a < vtf.discardThres)
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|         discard;
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|     return colorOut;
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| }
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| 
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| #fragment metal
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| struct VertToFrag
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| {
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|     float4 pos [[ position ]];
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|     float4 color;
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|     float2 uv;
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|     float randOff;
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|     float discardThres;
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| };
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| 
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| static uint2 Lookup8BPP(float2 uv, float randOff)
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| {
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|     int bx = int(uv.x) >> 3;
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|     int rx = int(uv.x) & 0x7;
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|     int by = int(uv.y) >> 2;
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|     int ry = int(uv.y) & 0x3;
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|     int bidx = by * 128 + bx;
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|     int addr = bidx * 32 + ry * 8 + rx + int(randOff);
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|     return uint2(addr & 0x3ff, addr >> 10);
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| }
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| 
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| fragment float4 fmain(VertToFrag vtf [[ stage_in ]],
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|                       texture2d<float> tex [[ texture(0) ]])
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| {
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|     float4 colorOut = tex.read(Lookup8BPP(vtf.uv, vtf.randOff)) * vtf.color;
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|     if (colorOut.a < vtf.discardThres)
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|         discard_fragment();
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|     return colorOut;
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| }
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