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Initial checkin
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42
IDE/dist/shaders/Std.fx
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42
IDE/dist/shaders/Std.fx
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Texture2D tex2D;
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SamplerState linearSampler
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 WindowSize;
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output;
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output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
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output.Color = input.Color;
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output.Tex = input.Tex;
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output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
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return output;
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}
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float4 PS(PS_INPUT input) : SV_Target
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{
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return tex2D.Sample(linearSampler, input.Tex) * input.Color;
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}
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15
IDE/dist/shaders/Std.vert
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IDE/dist/shaders/Std.vert
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uniform mat4 screenMatrix;
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attribute vec4 position;
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attribute vec2 texCoord0;
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attribute vec4 color;
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varying vec4 varying_color;
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varying vec2 varying_texCoord0;
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void main()
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{
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gl_Position = screenMatrix * position;
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varying_color = vec4(color.b * color.a, color.g * color.a, color.r * color.a, color.a);
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varying_texCoord0 = texCoord0;
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}
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12
IDE/dist/shaders/Std_es.frag
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IDE/dist/shaders/Std_es.frag
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precision lowp float;
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uniform lowp sampler2D tex;
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uniform lowp sampler2D tex2;
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varying lowp vec4 varying_color;
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varying mediump vec2 varying_texCoord0;
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void main()
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{
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lowp vec4 color = texture2D(tex, varying_texCoord0);
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gl_FragColor = color * varying_color;
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}
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17
IDE/dist/shaders/Std_es.vert
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IDE/dist/shaders/Std_es.vert
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precision mediump float;
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uniform mat4 screenMatrix;
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attribute vec4 position;
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attribute vec2 texCoord0;
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attribute vec4 color;
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precision lowp float;
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varying lowp vec4 varying_color;
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varying mediump vec2 varying_texCoord0;
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void main()
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{
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gl_Position = screenMatrix * position;
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varying_color = vec4(color.b * color.a, color.g * color.a, color.r * color.a, color.a);
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varying_texCoord0 = texCoord0;
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}
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45
IDE/dist/shaders/Std_font.fx
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IDE/dist/shaders/Std_font.fx
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Texture2D tex2D;
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SamplerState linearSampler
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 WindowSize;
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output;
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output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
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output.Color = input.Color;
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output.Tex = input.Tex;
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output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
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return output;
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}
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float4 PS(PS_INPUT input) : SV_Target
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{
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float4 aTex = tex2D.Sample(linearSampler, input.Tex);
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float aGrey = input.Color.r * 0.299 + input.Color.g * 0.587 + input.Color.b * 0.114;
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float a = lerp(aTex.a, aTex.r, aGrey);
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return float4(a, a, a, a) * input.Color;
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}
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46
IDE/dist/shaders/Std_hue.fx
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IDE/dist/shaders/Std_hue.fx
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Texture2D tex2D;
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SamplerState linearSampler
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 WindowSize : register(vs, c0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output;
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output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
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output.Tex = input.Tex;
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output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
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return output;
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}
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float4x4 ColorMatrix : register(ps, c0);
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float4 PS(PS_INPUT input) : SV_Target
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{
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float4 col = tex2D.Sample(linearSampler, input.Tex) * input.Color;
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col = mul(col, ColorMatrix);
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//col += float4(0.1, 0.1, 0.1, 0.1);
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return col;
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}
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43
IDE/dist/shaders/Std_hue_font.fx
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43
IDE/dist/shaders/Std_hue_font.fx
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Texture2D tex2D;
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SamplerState linearSampler
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 WindowSize : register(vs, c0);
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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float2 Tex : TEXCOORD;
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float4 Color : COLOR;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output;
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output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
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output.Tex = input.Tex;
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output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
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return output;
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}
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float4x4 ColorMatrix : register(ps, c0);
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float4 PS(PS_INPUT input) : SV_Target
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{
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float4 aTex = tex2D.Sample(linearSampler, input.Tex);
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float aGrey = input.Color.r * 0.299 + input.Color.g * 0.587 + input.Color.b * 0.114;
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float a = lerp(aTex.r, aTex.a, aGrey);
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return float4(a, a, a, a) * input.Color;
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}
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BIN
IDE/dist/shaders/std.fxo
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BIN
IDE/dist/shaders/std.fxo
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