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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)); }