Migrated DEV-Build 0.3.0
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@@ -1,3 +1,7 @@
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/*
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* SPDX-License-Identifier: CC0-1.0
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*/
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#pragma once
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#if !defined(__RESHADE__) || __RESHADE__ < 30000
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@@ -10,6 +14,9 @@
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#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED
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#define RESHADE_DEPTH_INPUT_IS_REVERSED 1
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#endif
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#ifndef RESHADE_DEPTH_INPUT_IS_MIRRORED
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#define RESHADE_DEPTH_INPUT_IS_MIRRORED 0
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#endif
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#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
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#define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0
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#endif
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@@ -75,6 +82,9 @@ namespace ReShade
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{
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#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
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texcoord.y = 1.0 - texcoord.y;
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#endif
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#if RESHADE_DEPTH_INPUT_IS_MIRRORED
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texcoord.x = 1.0 - texcoord.x;
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#endif
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texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE;
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texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE;
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@@ -105,6 +115,7 @@ namespace ReShade
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}
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// Vertex shader generating a triangle covering the entire screen
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// See also https://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/
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void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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