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Current File : C:/Program Files/NVIDIA Corporation/Ansel/ShaderMod/Letterbox.yfx
struct VSOut
{
    float4 position : SV_Position;
    float2 txcoord: TexCoord;
};

cbuffer globalParams
{
	float2 screenSize;
	float elapsedTime;
	int captureState;
	float4 tileUV;
}

cbuffer controlBuf
{
	float g_sldASPX;
	float g_sldASPY;
}

Texture2D texColor;

SamplerState samLinear;
SamplerState samLinearWrap;

#ifndef NV_COMMON
#define NV_COMMON

#define CAPTURE_STATE_NOT_STARTED		0
#define CAPTURE_STATE_REGULAR			1
#define CAPTURE_STATE_REGULARSTEREO		2
#define CAPTURE_STATE_HIGHRES			3
#define CAPTURE_STATE_360			4
#define CAPTURE_STATE_360STEREO			5

#endif

float4 PSMain( VSOut IN ): SV_Target
{	
	float4 color = texColor.Sample(samLinear, IN.txcoord.xy);

	static const float current_aspect = screenSize.x / screenSize.y;

	[branch]
	if(captureState != CAPTURE_STATE_360 && captureState != CAPTURE_STATE_360STEREO)
	{
		float g_sldASP = g_sldASPX / g_sldASPY;
		//convert current tile texcoord to global image texcoord
		float2 ntxcoord = lerp(tileUV.xy, tileUV.zw, IN.txcoord.xy) * 2.0 - 1.0; 

		[branch]
		if(g_sldASP < current_aspect)
		{
			ntxcoord.x *= current_aspect / g_sldASP;	
		}		
		else
		{
			ntxcoord.y /= current_aspect / g_sldASP;	
		}		
		color.rgb *= all(saturate(1.0 - ntxcoord * ntxcoord));	
	}
	
	return color;
}

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