2020-10-13 09:20:52 +02:00
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#ifndef D3D9SHADER_H
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#define D3D9SHADER_H
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2018-10-06 12:24:43 +02:00
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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// Parameters:
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//
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// sampler2D PaletteTex;
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// sampler2D SurfaceTex;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// SurfaceTex s0 1
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// PaletteTex s1 1
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//
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ps_2_0
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def c0, 0.99609375, 0.001953125, 0, 0
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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texld r0, t0, s0
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mad r0.x, r0.x, c0.x, c0.y
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mov r0.y, c0.z
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texld r0, r0, s1
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mov oC0, r0
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// approximately 5 instruction slots used (2 texture, 3 arithmetic)
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// fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h
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/*
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uniform sampler2D SurfaceTex;
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uniform sampler2D PaletteTex;
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float4 main(float2 texCoords : TEXCOORD) : COLOR
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{
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float pIndex = tex2D(SurfaceTex, texCoords).r;
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return tex2D(PaletteTex, float2(pIndex * (255./256) + (0.5/256), 0));
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}
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*/
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#endif
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2020-10-13 09:20:52 +02:00
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const BYTE D3D9_PALETTE_SHADER[] =
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2018-10-06 12:24:43 +02:00
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{
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0, 2, 255, 255, 254, 255,
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44, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 131, 0,
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0, 0, 0, 2, 255, 255,
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2, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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124, 0, 0, 0, 68, 0,
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0, 0, 3, 0, 1, 0,
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1, 0, 0, 0, 80, 0,
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0, 0, 0, 0, 0, 0,
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96, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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108, 0, 0, 0, 0, 0,
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0, 0, 80, 97, 108, 101,
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116, 116, 101, 84, 101, 120,
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0, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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83, 117, 114, 102, 97, 99,
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101, 84, 101, 120, 0, 171,
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4, 0, 12, 0, 1, 0,
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1, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 49, 48,
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46, 49, 0, 171, 81, 0,
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0, 5, 0, 0, 15, 160,
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0, 0, 127, 63, 0, 0,
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0, 59, 0, 0, 0, 0,
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0, 0, 0, 0, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 176, 0, 8,
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228, 160, 4, 0, 0, 4,
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0, 0, 1, 128, 0, 0,
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0, 128, 0, 0, 0, 160,
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0, 0, 85, 160, 1, 0,
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0, 2, 0, 0, 2, 128,
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0, 0, 170, 160, 66, 0,
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0, 3, 0, 0, 15, 128,
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0, 0, 228, 128, 1, 8,
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228, 160, 1, 0, 0, 2,
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0, 8, 15, 128, 0, 0,
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228, 128, 255, 255, 0, 0
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};
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2020-10-13 09:20:52 +02:00
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2021-07-21 14:52:44 +02:00
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/* bilinear upscaling */
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#if 0
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//
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// Generated by Microsoft (R) HLSL Shader Compiler 10.1
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//
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// Parameters:
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//
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// sampler2D PaletteTex;
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// sampler2D SurfaceTex;
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// float4 TextureSize;
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//
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//
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// Registers:
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//
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// Name Reg Size
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// ------------ ----- ----
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// TextureSize c0 1
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// SurfaceTex s0 1
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// PaletteTex s1 1
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//
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ps_2_0
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def c1, 0.5, 0, 0.99609375, 0.001953125
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dcl t0.xy
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dcl_2d s0
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dcl_2d s1
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mov r0.y, c1.y
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rcp r1.x, c0.x
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rcp r1.y, c0.y
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mul r0.zw, t0.wzyx, c0.wzyx
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frc r0.zw, r0
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add r2.xy, -r0.wzyx, c1.x
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mad r2.xy, r2, r1, t0
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add r3.xy, r1, r2
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mov r1.z, c1.y
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add r4.x, r1.z, r2.x
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add r4.y, r1.y, r2.y
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add r1.x, r1.x, r2.x
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add r1.y, r1.z, r2.y
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texld r3, r3, s0
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texld r2, r2, s0
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texld r1, r1, s0
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texld r4, r4, s0
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mad r0.x, r3.x, c1.z, c1.w
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mov r3.y, c1.y
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mad r2.x, r2.x, c1.z, c1.w
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mad r1.x, r1.x, c1.z, c1.w
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mad r3.x, r4.x, c1.z, c1.w
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mov r1.y, c1.y
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mov r2.y, c1.y
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texld r4, r0, s1
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texld r3, r3, s1
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texld r1, r1, s1
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texld r2, r2, s1
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lrp r5, r0.w, r4, r3
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lrp r3, r0.w, r1, r2
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lrp r1, r0.z, r5, r3
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mov oC0, r1
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// approximately 32 instruction slots used (8 texture, 24 arithmetic)
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// fxc.exe /Tps_2_0 shader.hlsl /Fhshader.h
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/*
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uniform sampler2D SurfaceTex;
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uniform sampler2D PaletteTex;
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float4 TextureSize : register(c0);
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float4 bilinear(float2 coord)
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{
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float2 size = 1.0 / TextureSize.xy;
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float2 f = frac(coord * TextureSize.xy);
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coord += (.5 - f) * size;
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float tli = tex2D(SurfaceTex, coord).r;
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float tri = tex2D(SurfaceTex, coord + float2(size.x, 0.0) ).r;
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float bli = tex2D(SurfaceTex, coord + float2(0.0, size.y)).r;
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float bri = tex2D(SurfaceTex, coord + float2(size.x, size.y)).r;
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float4 tl = tex2D(PaletteTex, float2(tli * (255./256) + (0.5/256), 0));
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float4 tr = tex2D(PaletteTex, float2(tri * (255./256) + (0.5/256), 0));
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float4 bl = tex2D(PaletteTex, float2(bli * (255./256) + (0.5/256), 0));
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float4 br = tex2D(PaletteTex, float2(bri * (255./256) + (0.5/256), 0));
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float4 top = lerp(tl, tr, f.x);
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float4 bot = lerp(bl, br, f.x);
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return lerp(top, bot, f.y);
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}
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float4 main(float2 texCoords : TEXCOORD) : COLOR
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{
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return bilinear(texCoords);
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}
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*/
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#endif
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const BYTE D3D9_PALETTE_SHADER_BILINEAR[] =
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{
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0, 2, 255, 255, 254, 255,
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56, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 179, 0,
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0, 0, 0, 2, 255, 255,
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3, 0, 0, 0, 28, 0,
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0, 0, 0, 1, 0, 0,
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172, 0, 0, 0, 88, 0,
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0, 0, 3, 0, 1, 0,
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1, 0, 0, 0, 100, 0,
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0, 0, 0, 0, 0, 0,
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116, 0, 0, 0, 3, 0,
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0, 0, 1, 0, 0, 0,
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128, 0, 0, 0, 0, 0,
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0, 0, 144, 0, 0, 0,
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2, 0, 0, 0, 1, 0,
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2, 0, 156, 0, 0, 0,
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0, 0, 0, 0, 80, 97,
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108, 101, 116, 116, 101, 84,
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101, 120, 0, 171, 4, 0,
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12, 0, 1, 0, 1, 0,
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1, 0, 0, 0, 0, 0,
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0, 0, 83, 117, 114, 102,
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97, 99, 101, 84, 101, 120,
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0, 171, 4, 0, 12, 0,
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1, 0, 1, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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84, 101, 120, 116, 117, 114,
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101, 83, 105, 122, 101, 0,
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1, 0, 3, 0, 1, 0,
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4, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 112, 115,
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95, 50, 95, 48, 0, 77,
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105, 99, 114, 111, 115, 111,
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102, 116, 32, 40, 82, 41,
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32, 72, 76, 83, 76, 32,
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83, 104, 97, 100, 101, 114,
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32, 67, 111, 109, 112, 105,
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108, 101, 114, 32, 49, 48,
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46, 49, 0, 171, 81, 0,
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0, 5, 1, 0, 15, 160,
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0, 0, 0, 63, 0, 0,
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0, 0, 0, 0, 127, 63,
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0, 0, 0, 59, 31, 0,
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0, 2, 0, 0, 0, 128,
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0, 0, 3, 176, 31, 0,
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0, 2, 0, 0, 0, 144,
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0, 8, 15, 160, 31, 0,
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0, 2, 0, 0, 0, 144,
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1, 8, 15, 160, 1, 0,
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0, 2, 0, 0, 2, 128,
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1, 0, 85, 160, 6, 0,
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0, 2, 1, 0, 1, 128,
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0, 0, 0, 160, 6, 0,
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0, 2, 1, 0, 2, 128,
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0, 0, 85, 160, 5, 0,
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0, 3, 0, 0, 12, 128,
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0, 0, 27, 176, 0, 0,
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27, 160, 19, 0, 0, 2,
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0, 0, 12, 128, 0, 0,
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228, 128, 2, 0, 0, 3,
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2, 0, 3, 128, 0, 0,
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27, 129, 1, 0, 0, 160,
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4, 0, 0, 4, 2, 0,
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3, 128, 2, 0, 228, 128,
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1, 0, 228, 128, 0, 0,
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228, 176, 2, 0, 0, 3,
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3, 0, 3, 128, 1, 0,
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228, 128, 2, 0, 228, 128,
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1, 0, 0, 2, 1, 0,
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4, 128, 1, 0, 85, 160,
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2, 0, 0, 3, 4, 0,
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1, 128, 1, 0, 170, 128,
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2, 0, 0, 128, 2, 0,
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0, 3, 4, 0, 2, 128,
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1, 0, 85, 128, 2, 0,
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85, 128, 2, 0, 0, 3,
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1, 0, 1, 128, 1, 0,
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0, 128, 2, 0, 0, 128,
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2, 0, 0, 3, 1, 0,
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2, 128, 1, 0, 170, 128,
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2, 0, 85, 128, 66, 0,
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0, 3, 3, 0, 15, 128,
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3, 0, 228, 128, 0, 8,
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228, 160, 66, 0, 0, 3,
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2, 0, 15, 128, 2, 0,
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228, 128, 0, 8, 228, 160,
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66, 0, 0, 3, 1, 0,
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15, 128, 1, 0, 228, 128,
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0, 8, 228, 160, 66, 0,
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0, 3, 4, 0, 15, 128,
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4, 0, 228, 128, 0, 8,
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228, 160, 4, 0, 0, 4,
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0, 0, 1, 128, 3, 0,
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0, 128, 1, 0, 170, 160,
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1, 0, 255, 160, 1, 0,
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0, 2, 3, 0, 2, 128,
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1, 0, 85, 160, 4, 0,
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0, 4, 2, 0, 1, 128,
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2, 0, 0, 128, 1, 0,
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170, 160, 1, 0, 255, 160,
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4, 0, 0, 4, 1, 0,
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1, 128, 1, 0, 0, 128,
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1, 0, 170, 160, 1, 0,
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255, 160, 4, 0, 0, 4,
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3, 0, 1, 128, 4, 0,
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0, 128, 1, 0, 170, 160,
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1, 0, 255, 160, 1, 0,
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0, 2, 1, 0, 2, 128,
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1, 0, 85, 160, 1, 0,
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0, 2, 2, 0, 2, 128,
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1, 0, 85, 160, 66, 0,
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0, 3, 4, 0, 15, 128,
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0, 0, 228, 128, 1, 8,
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228, 160, 66, 0, 0, 3,
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3, 0, 15, 128, 3, 0,
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228, 128, 1, 8, 228, 160,
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66, 0, 0, 3, 1, 0,
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15, 128, 1, 0, 228, 128,
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1, 8, 228, 160, 66, 0,
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0, 3, 2, 0, 15, 128,
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2, 0, 228, 128, 1, 8,
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228, 160, 18, 0, 0, 4,
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5, 0, 15, 128, 0, 0,
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255, 128, 4, 0, 228, 128,
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3, 0, 228, 128, 18, 0,
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0, 4, 3, 0, 15, 128,
|
|
|
|
0, 0, 255, 128, 1, 0,
|
|
|
|
228, 128, 2, 0, 228, 128,
|
|
|
|
18, 0, 0, 4, 1, 0,
|
|
|
|
15, 128, 0, 0, 170, 128,
|
|
|
|
5, 0, 228, 128, 3, 0,
|
|
|
|
228, 128, 1, 0, 0, 2,
|
|
|
|
0, 8, 15, 128, 1, 0,
|
|
|
|
228, 128, 255, 255, 0, 0
|
|
|
|
};
|
|
|
|
|
|
|
|
#endif
|