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struct VSOut { float4 position : SV_Position; float2 txcoord: TexCoord; }; cbuffer globalParams { float2 screenSize; int captureState; float4 tileUV; } cbuffer controlBuf { float g_sldVignette; } Texture2D texColor; SamplerState samLinear; #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 /* float3 vignette(float3 color, float2 texCoords) { float2 inTex; // Distance from center if (captureState == CAPTURE_STATE_HIGHRES) { inTex = float2((tileUV.z - tileUV.x) * texCoords.x + tileUV.x, (tileUV.w - tileUV.y) * texCoords.y + tileUV.y) - 0.5.xx; } else { inTex = texCoords - 0.5.xx; } inTex.x *= 1.2; // Slight aspect ratio correction float vignette = saturate(1.0 - dot( inTex, inTex )); // Length vignette = saturate(smoothstep(0.3, 1.0, vignette)); // Smoothstep float3 color_vign = color * vignette; if (captureState != CAPTURE_STATE_360 && captureState != CAPTURE_STATE_360STEREO) color = lerp(color, color_vign, g_sldVignette); return color; } */ float4 PS_Vignette( VSOut IN ): SV_Target { float4 color = texColor.Sample(samLinear, IN.txcoord.xy); float2 inTex = (captureState == CAPTURE_STATE_HIGHRES) ? IN.txcoord.xy * (tileUV.zw - tileUV.xy) + tileUV.xy : IN.txcoord.xy; inTex.xy -= 0.5; inTex.x *= 1.2; float vignette = dot(inTex,inTex); vignette = smoothstep(0.7, 0.0, vignette); vignette = lerp(1.0,vignette,g_sldVignette); if (captureState != CAPTURE_STATE_360 && captureState != CAPTURE_STATE_360STEREO) color.rgb *= vignette * vignette; return color; }