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uniform int _RenderMode <
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ui_label = "Render Mode" ;
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ui_type = "combo" ;
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- ui_items = "Render Image\0 Render Mask\0 " ;
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+ ui_items = "Image\0 Short Edge Mask \0 Long Edge Mask\0 " ;
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> = 0 ;
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uniform int _ContrastThreshold <
@@ -194,9 +194,14 @@ float4 PS_DLAA(CShade_VS2PS_Quad Input) : SV_TARGET0
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float4 R = (4.0 * (R0 + R1 + R2 + R3) + Center + Top01 + Bottom01 + Left01 + Right01) / 25.0 ;
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Color = lerp (Color, Center, saturate (R.a * 3.0 - 1.5 ));
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- if (_RenderMode == 1 )
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+ switch (_RenderMode)
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{
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- return tex2Dlod (SampleTempTex0, float4 (Input.Tex0, 0.0 , 0.0 )).a;
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+ case 1 :
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+ Color = float4 (EdgeMaskH, EdgeMaskV, 0.0 , 0.0 );
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+ break ;
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+ case 2 :
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+ Color = float4 (LongEdgeMaskH, LongEdgeMaskV, 0.0 , 0.0 );
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+ break ;
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}
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return CBlend_OutputChannels (float4 (Color.rgb, _CShadeAlphaFactor));
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