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Shader "WorldNormalFromDepthTexture" | |
{ | |
Properties { | |
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
LOD 100 |
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#include <stdio.h> | |
#include <errno.h> | |
#include <stdlib.h> | |
#include <stdint.h> | |
#include <assert.h> | |
#include <string.h> | |
#define streq(a, b) (!strcmp((a), (b))) | |
#ifndef __USE_GNU | |
#define __USE_GNU |
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#include <stdio.h> | |
#include <stdint.h> | |
#include <new> | |
struct Empty { }; // implicitly-defined default ctor | |
struct Foo : Empty | |
{ | |
uint8_t a; | |
uint8_t b; |
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// Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16. | |
// See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details | |
float4 SampleTextureCatmullRom(in Texture2D<float4> tex, in SamplerState linearSampler, in float2 uv, in float2 texSize) | |
{ | |
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding | |
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at | |
// location [1, 1] in the grid, where [0, 0] is the top left corner. | |
float2 samplePos = uv * texSize; | |
float2 texPos1 = floor(samplePos - 0.5f) + 0.5f; |
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164c164 | |
< vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered, vec3 _p1, vec3 _p2, vec3 _p3, vec3 _p4) | |
--- | |
> vec3 FetchDiffuseFilteredTexture(sampler2D texLightFiltered, vec3 p1_, vec3 p2_, vec3 p3_, vec3 p4_) | |
167,168c167,168 | |
< vec3 V1 = _p2 - _p1; | |
< vec3 V2 = _p4 - _p1; | |
--- | |
> vec3 V1 = p2_ - p1_; | |
> vec3 V2 = p4_ - p1_; |