This commit is contained in:
mofeng-git
2025-12-28 18:19:16 +08:00
commit d143d158e4
771 changed files with 220548 additions and 0 deletions

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.33627.172
MinimumVisualStudioVersion = 10.0.40219.1
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Debug|x64.ActiveCfg = Debug|x64
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Debug|x64.Build.0 = Debug|x64
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{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Debug|x86.Build.0 = Debug|Win32
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Release|x64.ActiveCfg = Release|x64
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Release|x64.Build.0 = Release|x64
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Release|x86.ActiveCfg = Release|Win32
{AB626EFE-F38C-4587-B79C-29FC898FBC96}.Release|x86.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
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GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {9A483A95-1588-48EF-A2C9-2B4731AFCAB2}
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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Texture2D g_txFrame0 : register(t0);
Texture2D g_txFrame1 : register(t1);
SamplerState g_Sam : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
float4 PS(PS_INPUT input) : SV_TARGET{
float y = g_txFrame0.Sample(g_Sam, input.Tex).r;
y = 1.164383561643836 * (y - 0.0625);
float2 uv = g_txFrame1.Sample(g_Sam, input.Tex).rg - float2(0.5f, 0.5f);
float u = uv.x;
float v = uv.y;
float r = saturate(y + 1.596026785714286 * v);
float g = saturate(y - 0.812967647237771 * v - 0.391762290094914 * u);
float b = saturate(y + 2.017232142857142 * u);
return float4(r, g, b, 1.0f);
}

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struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
};
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
VS_OUTPUT VS(VS_INPUT input)
{
return input;
}