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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d output_image;
sampler_state textureSampler{
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertData
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData mainTransform(VertData v_in)
{
v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return v_in;
}
float srgb_nonlinear_to_linear_channel(float u)
{
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
}
float3 srgb_nonlinear_to_linear(float3 v)
{
return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
}
float4 mainImage(VertData v_in) : TARGET
{
float4 px = output_image.Sample(textureSampler, v_in.uv);
px.xyz = srgb_nonlinear_to_linear(px.xyz);
return px;
}
technique Draw
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImage(v_in);
}
}
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