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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; }