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https://github.com/aharabada/glitchy-engine-beef.git
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Separate handling for hlsl and fx files
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#include "ACES.hlsl"
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Texture2D CameraTarget : register(t0);
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SamplerState CameraTargetSampler : register(s0);
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struct VS_IN
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{
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float2 Position : POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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struct PS_IN
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD;
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};
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PS_IN VS(VS_IN input)
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{
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PS_IN output;
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output.Position = float4(input.Position, 0, 1);
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output.TexCoord = input.TexCoord;
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return output;
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}
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float4 PS(PS_IN input) : SV_TARGET
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{
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float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
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// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
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float3 color = ACESFitted(rawColor.rgb);
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return float4(color, 1);
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}
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#pragma Effect[VS = VS; PS = PS]
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