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@@ -11,9 +11,9 @@ uniform float2 cBlurHOffsets;
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uniform float2 cBlurHInvSize;
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void VS(float4 iPos : POSITION,
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- out float4 oPos : POSITION,
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out float2 oTexCoord : TEXCOORD0,
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- out float2 oScreenPos : TEXCOORD1)
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+ out float2 oScreenPos : TEXCOORD1,
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+ out float4 oPos : OUTPOSITION)
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{
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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@@ -24,21 +24,37 @@ void VS(float4 iPos : POSITION,
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void PS(float2 iTexCoord : TEXCOORD0,
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float2 iScreenPos : TEXCOORD1,
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- out float4 oColor : COLOR0)
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+ out float4 oColor : OUTCOLOR0)
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{
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#ifdef BLUR3
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- oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #ifndef D3D11
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+ oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #else
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+ oColor = GaussianBlur(3, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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#endif
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#ifdef BLUR5
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- oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #ifndef D3D11
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+ oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #else
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+ oColor = GaussianBlur(5, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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#endif
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#ifdef BLUR7
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- oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #ifndef D3D11
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+ oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #else
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+ oColor = GaussianBlur(7, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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#endif
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#ifdef BLUR9
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- oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #ifndef D3D11
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+ oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, sDiffMap, iTexCoord);
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+ #else
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+ oColor = GaussianBlur(9, cBlurDir, cBlurHInvSize * cBlurRadius, cBlurSigma, tDiffMap, sDiffMap, iTexCoord);
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+ #endif
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#endif
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}
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