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https://github.com/Xaymar/obs-StreamFX
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examples: Add explanation for basic StreamFX shader files
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@ -1,71 +1,139 @@
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// Source Shader Example
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//
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// Check back here on new plugin versions for new features.
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//
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// This example explains the necessary basics to get started with custom shaders,
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// however it does not teach you HLSL. You will have to learn that yourself, and
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// no support is given for HLSL issues - either pay an artist, or learn it your-
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// self.
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//
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// Some uniform variables are automatically provided by StreamFX, these are:
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// * float4x4 ViewProj: View Projection Matrix
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// * float4 Time:
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// [0] is current time,
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// [1] is frame time,
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// [2] is 24 hour system time,
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// [3] is a random value that changes each frame.
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// * matrix4x4 Random: 16 random values that change each frame.
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// * float4 ViewSize:
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// [0..1] View Size (1 / VS = 1 pixel move)
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// [2..3] Inverse View Size (1 * IVS = 1 pixel move)
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// * texture2d ImageA: (First) input image for filters and transitions.
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// * texture2D ImageB: Second input image for transitions.
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//
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// Custom Shaders make heavy use of annotations, which can be used to essentially
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// describe a complete shader with just its own file, requiring no outside input.
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// There are various annotations that StreamFX reads from, and some are situational,
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// so it is best if I show some examples.
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//
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// ---------- Basic Uniform Example ----------
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// uniform bool UniqueParameterName<
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// This defines a parameter of type float with the unique key "UniqueParameterName",
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// which is used to access it in a script as "Shader.Parameters.UniqueParameterName".
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//
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// bool visible = false;
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// [OPTIONAL] The boolean annotation 'visible' allows hiding a parameter from the user,
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// but still allowing scripts to change it. Limits are ignored, but scale is not.
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//
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// bool automatic = true;
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// [OPTIONAL] Prevents parameters from being shown as well as being modified by scripts,
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// and overrides visible if set to true. For seeded or given-by-default parameters this
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// must be set to true or their state is not guaranteed and may be nonsense.
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//
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// string name = "Hello World";
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// [OPTIONAL] Overrides the visible name of a parameter with your own better string.
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// The maximum length is 256 characters, but you really should keep it shorter than 40.
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//
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// string description = "This is an example";
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// [OPTIONAL] Sets the description of a parameter that shows up when hovering over it.
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//
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// string type = "float";
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// [OPTIONAL] Overrides the detected type with a specified one, which is useful for some
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// functionality trickery and even array types. Must not differ in byte-size from the
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// intended type. Best left out unless you absolutely need it. Valid types are:
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// "bool", "float", "int", "string", "texture", "sampler"
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//
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// int size = 1;
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// [OPTIONAL/REQUIRED] Optional on detected types, required on arrays or unknown types.
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// Overrides the detected size with your own, which may at most be 32 elements (4x8 matrix).
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// >;
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//
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// ---------- Float/Int Uniform Example ----------
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// uniform float UniqueParameterName<
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// In addition to the basic parameters, Floats and Ints have additional annotations that are being read.
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//
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// string field_type = "input";
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// [OPTIONAL] Changes the visible type of the field to be something else.
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// Possible values:
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// * "input": The default input method, a simple field with limits and stepping.
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// * "slider": A slider, also with limits and stepping.
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// * "enum": Enumeration that holds only selected data.
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//
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// string suffix = "";
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// [OPTIONAL] Suffix to attach to the value in the UI, for example " px" for
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// pixels. Does not work with enumerations.
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//
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// float minimum = 0.0;
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// [OPTIONAL] Minimum possible value, must always be the same type as the uniform.
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//
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// float maximum = 1.0;
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// [OPTIONAL] Maximum possible value, must always be the same type as the uniform.
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//
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// float step = 0.01;
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// [OPTIONAL] Step value for each increase/decrease. Values lower than 0.01 may
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// not be supported.
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//
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// float scale = 1.0;
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// [OPTIONAL] Defines the scaling used when assigning the value to the shader.
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// For example a UI value of 100.0 can be scaled to 1.0 this way.
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//
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// int values<
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// [REQUIRED if "enum"] Contains the values for an enumeration and holds the
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// number of enumeration entries actually available.
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//
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// string _0<
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// float value = 1.0;
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// > = "Entry 1";
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// Defines the first enumeration entry with the visible name "Entry 1" and the value 1.0.
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//
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// string _1<
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// float value = 0.0;
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// > = "Entry 2";
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// Defines the second enumeration entry with the visible name "Entry 2" and the value 0.0.
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//
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// > = 2;
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// [REQUIRED if "enum"] The value of this annotation must be the number of enumeration entries.
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//
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// >;
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//
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// ---------- Float4/Int4 Uniform Example ----------
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// uniform float4 UniqueParameterName<
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// There aren't many difference to the standard float/int parameter, but you can
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// specify limits, stepping and scale per element. Enumerations also are per
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// element so their type must be the base type (float for float#, int for int#).
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//
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// float4 minimum = {0.0, 1.0, 0.5, -0.5};
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// Each element now has different minimum values which ...
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//
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// float4 maximum = {1.0, 0.0, 0.6, 0.0};
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// ... also works for maximum, ...
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//
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// float4 step = {0.01, 0.01, 0.1, 0.5};
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// ... stepping and ...
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//
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// float4 scale = {100.0, 0.01, 3.14, 1283828.0};
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// ... scaling values.
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//
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// >;
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// Always provided by OBS
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// Always provided by OBS
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uniform float4x4 ViewProj<
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uniform float4x4 ViewProj<
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bool visible = false;
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bool automatic = true;
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string name = "View Projection Matrix";
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>;
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>;
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// Provided by Stream Effects
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// Provided by StreamFX
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uniform float4 Time<
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uniform float4 Time<
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bool visible = false;
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bool automatic = true;
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string name = "Time Array";
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string description = "A float array of length 4, with the indexes being:\n[0] Time Visible in Seconds\n[1] Last Render Time\n[2] Current System Time (24h looping)\n[3] Random value between 0 and 1.";
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>;
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/*uniform float4x4 Random<
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bool visible = false;
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string name = "Random Matrix";
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string description = "A float4x4 value containing random values between 0 and 1. Changes every frame.";
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>;
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uniform float4x4 Seed<
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bool visible = false;
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string name = "Seed Matrix";
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string description = "A float4x4 value containing random seeds values between 0 and 1. Values determined once on Source creation.";
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>;*/
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// Parameters
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uniform bool BoolParameter<
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bool visible = true;
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string name = "Bool Parameter";
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string description = "Example";
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>;
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/*uniform int IntParameter<
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bool visible = true;
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string name = "Int Parameter";
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string description = "Example";
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>;
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uniform int2 Int2Parameter<
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bool visible = true;
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string name = "Int2 Parameter";
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string description = "Example";
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>;
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uniform int3 Int3Parameter<
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bool visible = true;
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string name = "Int3 Parameter";
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string description = "Example";
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>;
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uniform int4 Int4Parameter<
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bool visible = true;
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string name = "Int4 Parameter";
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string description = "Example";
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>;*/
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uniform float FloatParameter<
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bool visible = true;
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string name = "Float Parameter";
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string description = "Example";
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>;
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uniform float2 Float2Parameter<
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bool visible = true;
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string name = "Float2 Parameter";
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string description = "Example";
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>;
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uniform float3 Float3Parameter<
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bool visible = true;
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string name = "Float3 Parameter";
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string description = "Example";
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>;
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uniform float4 Float4Parameter<
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bool visible = true;
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string name = "Float4 Parameter";
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string description = "Example";
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>;
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>;
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// ---------- Shader Code
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// ---------- Shader Code
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@ -108,74 +176,3 @@ technique Draw
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pixel_shader = PSTime(v_in);
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pixel_shader = PSTime(v_in);
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}
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}
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}
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}
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float4 PSBool(FragData v_in) : TARGET {
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if (BoolParameter)
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return float4(
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cos(Time[0] * 5.) * 0.5 + 0.5,
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cos(Time[0] * 0.) * 0.5 + 0.5,
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cos(Time[0] * 0.) * 0.5 + 0.5,
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1.0);
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return float4(0, 0, 0, 1.0);
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}
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technique Bool
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSBool(v_in);
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}
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}
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float4 PSFloat(FragData v_in) : TARGET {
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return float4(FloatParameter.xxx, 1.0);
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}
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technique Float
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSFloat(v_in);
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}
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}
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float4 PSFloat2(FragData v_in) : TARGET {
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return Float2Parameter.xxxy;
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}
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technique Float2
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSFloat2(v_in);
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}
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}
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float4 PSFloat3(FragData v_in) : TARGET {
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return float4(Float3Parameter, 1.0);
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}
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technique Float3
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSFloat3(v_in);
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}
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}
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float4 PSFloat4(FragData v_in) : TARGET {
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return Float4Parameter;
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}
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technique Float4
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSFloat4(v_in);
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}
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}
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