chore: cleaned up all of the decompiled shaders
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@@ -21,24 +21,28 @@ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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cbuffer cbuff : register(b4)
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cbuffer screenspace_constants : register(b9)
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{
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float4 clear_colour;
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float4 v_scaleoffset;
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};
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SamplerState screen_sampler_s : register(s0);
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Texture2D<float4> screen_texture : register(t0);
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float4 PS_ScreenSpace(float4 v0 : SV_POSITION, float2 v1 : TEXCOORD0) : SV_TARGET
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void VS_ScreenSpace(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION, out float2 texcoord : TEXCOORD0)
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{
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float4 o0;
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o0.xyzw = screen_texture.Sample(screen_sampler_s, v1.xy).xyzw;
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return o0;
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float2 corner = float2(
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(vertex_id << 1) & 2,
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vertex_id & 2
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);
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position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
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texcoord = corner * 0.5 * v_scaleoffset.zw + v_scaleoffset.xy;
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}
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float4 PS_ScreenClear(float4 v0 : SV_POSITION) : SV_TARGET
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void VS_ScreenClear(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION)
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{
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float4 o0;
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o0.xyzw = clear_colour.xyzw;
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return o0;
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float2 corner = float2(
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(vertex_id << 1) & 2,
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vertex_id & 2
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);
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position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
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}
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