mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-14 07:45:06 +00:00
7cf3e17b9b
Sources were rendering with a black border around them if they had a soft fade, which is due to how the shadow calculated the image sample. With the new shader code this is now fixed and the source looks like it should be. Additionally this removes the bug where enabling any shadow would cause only the texels to draw that were above the threshold. Additionally this adds support for inverse gradients (min > max) and negative gradients for outer shadows instead of only positive gradients. This technically allows for cleaner shadows.
227 lines
5.4 KiB
Text
227 lines
5.4 KiB
Text
// 2D Signed Distance Field Generator
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//
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// This will produce an approximated Signed Distance Field on the fly.
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// Version 1.0:
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// - Inputs:
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// - _image: Source Image
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// - _size: Size of SDF Frame
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// - _sdf: Last SDF Frame
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// - _threshold: Alpha Threshold
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// - Output:
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// - float4
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// - R: If outside, distance to nearest wall, otherwise 0.
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// - G: If inside, distance to nearest wall, otherwise 0.
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// - BA: UV coordinates of nearest wall.
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//
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// Version 1.1:
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// - See Version 1.0
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// - Adjusted R, G to be 0..1 range, multiply by 65536.0 to get proper results.
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// -------------------------------------------------------------------------------- //
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// Defines
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#define MAX_DISTANCE 65536.0
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#define NEAR_INFINITE 18446744073709551616.0
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#define RANGE 4
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// -------------------------------------------------------------------------------- //
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// OBS Default
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uniform float4x4 ViewProj;
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// Inputs
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uniform texture2d _image;
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uniform float2 _size;
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uniform texture2d _sdf; // in, out - swap rendering
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uniform float _threshold;
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sampler_state sdfSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler_state sdfSampler1_1 {
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Filter = Linear;
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AddressU = Border;
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AddressV = Border;
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BorderColor = FFFFFFFF;
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};
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sampler_state imageSampler {
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Filter = Point;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertDataIn {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertDataOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertDataOut VSDefault(VertDataIn v_in)
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{
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VertDataOut vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PS_SDFGenerator_v1(VertDataOut v_in) : TARGET
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{
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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// inputs
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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// sdf contains 4 values: R = Positive Distance, G = Negative Distance, BA = UV of nearest edge.
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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}
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr));
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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}
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}
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return outval;
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}
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float4 PS_SDFGenerator_v1_1(VertDataOut v_in) : TARGET
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{
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const float step = 1.0 / MAX_DISTANCE;
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float4 outval = float4(0.0, 0.0, v_in.uv.x, v_in.uv.y);
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// utility values
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float2 uv_step = 1.0 / _size;
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float lowest = NEAR_INFINITE;
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float2 lowest_source = float2(NEAR_INFINITE, NEAR_INFINITE);
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float2 lowest_origin = float2(NEAR_INFINITE, NEAR_INFINITE);
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// inputs
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float imageA = _image.Sample(imageSampler, v_in.uv).a;
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float4 self = _sdf.Sample(sdfSampler1_1, v_in.uv);
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if (imageA > _threshold) {
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// Inside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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if (lowest > (here.g + dst)) {
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lowest = here.g + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.g = lowest;
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outval.ba = lowest_origin;
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} else {
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outval.g = self.g + step;
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}
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} else {
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// Outside
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// TODO: Optimize to be O(n*n) instead of (2n*2n)
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for (int x = -RANGE; x < RANGE; x++) {
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for (int y = -RANGE; y < RANGE; y++) {
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if ((x == 0) && (y == 0)) {
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continue;
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}
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float2 dtr = float2(x, y);
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float2 dt = uv_step * dtr;
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float4 here = _sdf.Sample(sdfSampler1_1, v_in.uv + dt);
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float dst = abs(distance(float2(0., 0.), dtr)) * step;
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if (lowest > (here.r + dst)) {
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lowest = here.r + dst;
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lowest_source = v_in.uv + dt;
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lowest_origin = here.ba;
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}
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}
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}
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if (lowest < NEAR_INFINITE) {
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outval.r = lowest;
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outval.ba = lowest_origin;
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} else {
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outval.r = self.r + step;
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}
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}
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return outval;
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}
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technique Draw
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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 = PS_SDFGenerator_v1_1(v_in);
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}
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}
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