2020-12-09 20:44:53 +00:00
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#include "Macros.fxh"
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Palette, 1);
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BEGIN_CONSTANTS
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int PaletteWidth _ps(c0) _cb(c0);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float4 sampled = SAMPLE_TEXTURE(Texture, input.TexCoord);
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float3 sampled_color = sampled.rgb;
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float3 closest_color = float3(0, 0, 0);
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2020-12-13 05:07:22 +00:00
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float closest_dist = 100000;
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2020-12-09 20:44:53 +00:00
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for (int i = 0; i < PaletteWidth; i++)
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{
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2020-12-13 05:07:22 +00:00
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float texX = (i / (float)PaletteWidth);
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float3 palette_color = SAMPLE_TEXTURE(Palette, float2(texX, 0));
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2020-12-09 20:44:53 +00:00
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float dist = distance(palette_color, sampled_color);
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if (dist < closest_dist)
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{
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closest_dist = dist;
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closest_color = palette_color;
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}
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}
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return float4(closest_color, sampled.a);
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}
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Technique PaletteCrush
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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