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Current File : /Program Files/NVIDIA Corporation/Ansel/ShaderMod/BlacknWhite.yfx
cbuffer globalParams
{
	float2 screenSize;
	float elapsedTime;
	int captureState;
	float4 tileUV;
}

cbuffer controlBuf
{
	float g_sldIntensity;
	bool g_sldEnableDepth;
	float g_sldDistance;
	bool g_sldInvert;
}

Texture2D texColor;
Texture2D texDepth;
SamplerState samLinear;
SamplerState samLinearWrap;

float GetLinearDepth(float2 uv)
{
	#define DepthParameters         float4(1.0,1000.0,-999.0f,0.0) 
	float depth = 1.0 - texDepth.SampleLevel(samLinear, uv, 0).x;
	depth *= rcp(DepthParameters.y + depth * DepthParameters.z);
	return saturate(depth);
}

void PSMain(in float4 vpos : SV_Position, in float2 uv : TexCoord, out float4 color : SV_Target)
{	
	color = texColor.Sample(samLinear, uv);
	float linear_depth = GetLinearDepth(uv);

	float desat_mask = linear_depth > (g_sldDistance * g_sldDistance) * (g_sldDistance * g_sldDistance);

	color.rgb = lerp(color.rgb, 
	                 dot(color.rgb, float3(0.2126, 0.7152, 0.0722)), 
			 g_sldIntensity * lerp(1, lerp(desat_mask, 1 - desat_mask, g_sldInvert), g_sldEnableDepth));
}

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