Shader: Add support for compound operators
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@@ -48,10 +48,10 @@ fn main(input: FragIn) -> FragOut
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize * 10.0;
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let color = colorTexture.Sample(fragcoord).rgb;
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color = color * (BrightMiddleGrey/BrightLuminance);
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color = color * (vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold)));
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color = color - vec3<f32>(0.5, 0.5, 0.5);
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color = color / (vec3<f32>(1.0, 1.0, 1.0) + color);
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color *= BrightMiddleGrey / BrightLuminance;
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color *= vec3<f32>(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold));
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color -= vec3<f32>(0.5, 0.5, 0.5);
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color /= vec3<f32>(1.0, 1.0, 1.0) + color;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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@@ -58,8 +58,7 @@ fn main(input: InputData) -> OutputData
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{
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let diffuseColor = settings.DiffuseColor;
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const if (HasDiffuseTexture)
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// TODO: diffuseColor *= MaterialDiffuseMap.Sample(input.uv)
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diffuseColor = diffuseColor * MaterialDiffuseMap.Sample(input.uv);
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diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
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const if (HasAlphaTexture)
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// TODO: diffuseColor.w *= MaterialAlphaMap.Sample(input.uv)).x
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@@ -48,19 +48,19 @@ fn main(input: FragIn) -> FragOut
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let filter = vec2<f32>(1.0, 0.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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filter = vec2<f32>(0.0, 1.0);
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color = color + colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord + filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color += colorTexture.Sample(fragcoord - filter * 1.3846153846 * invTargetSize).rgb * 0.3162162162;
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color = color + colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color = color + colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord + filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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color += colorTexture.Sample(fragcoord - filter * 3.2307692308 * invTargetSize).rgb * 0.0702702703;
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let output: FragOut;
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output.color = vec4<f32>(color, 1.0);
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