9 Texture2D __V__NV__DepthInputTex : register(t2); Texture2D __srgbV__NV__DepthInputTex : register(t3); SamplerState __s0 : register(s0); #line 30 static const __sampler2D V__NV__ColorInput = { __V__NV__ColorInputTex, __s0 }; #line 31 static const __sampler2D V__NV__DepthInput = { __V__NV__DepthInputTex, __s0 }; #line 71 float F__NV__GetLuma( #line 71 in float3 color) { #line 74 float _11 = dot(float3(2.98999995e-01, 5.87000012e-01, 1.14000000e-01), color); return _11; } #line 78 struct S__VSOut { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; #line 84 S__VSOut F__VSMain( #line 84 in uint vid : SV_VERTEXID) { #line 86 S__VSOut o = (S__VSOut)0; #line 87 bool _19 = vid == 2; #line 87 float _22 = _19 ? 2.00000000e+00 : 0.00000000e+00; #line 87 o.uv[0] = _22; #line 88 bool _24 = vid == 1; #line 88 float _27 = _24 ? 2.00000000e+00 : 0.00000000e+00; #line 88 o.uv[1] = _27; #line 89 float2 _30 = o.uv * float2(2.00000000e+00, -2.00000000e+00); #line 89 float2 _32 = _30 + float2(-1.00000000e+00, 1.00000000e+00); #line 89 float4 _37 = float4(_32.x, _32.y, 0.00000000e+00, 1.00000000e+00); #line 89 o.pos = _37; return o; } #line 93 void F__VSMainOut( #line 93 in uint vid : SV_VERTEXID, #line 93 out float4 position : SV_POSITION, #line 93 out float2 texcoord : TEXCOORD0) { #line 95 uint _43; #line 95 _43 = vid; #line 95 S__VSOut _44 = F__VSMain(_43); #line 95 S__VSOut o_45 = _44; #line 96 position = o_45.pos; #line 97 texcoord = o_45.uv; return; } #line 30 "NvVignette.fx" float F__rand( #line 30 in float2 uv) { #line 32 float _54 = dot(uv, float2(-1.29398003e+01, 7.32330017e+01)); #line 32 float _56 = _54 * 3.78834000e+01; #line 32 float _57 = sin(_56); #line 32 float _58 = frac(_57); return _58; } #line 35 float F__randrand( #line 35 in float2 uv) { #line 37 float _63 = -uv.y; #line 37 float2 _65 = float2(uv.x, _63); #line 37 float2 _66; #line 37 _66 = _65; #line 37 float _67 = F__rand(_66); #line 37 float _69 = -uv.x; #line 37 float2 _71 = float2(_69, uv.y); #line 37 float2 _72; #line 37 _72 = _71; #line 37 float _73 = F__rand(_72); #line 37 float2 _74 = float2(_67, _73); #line 37 float2 _75; #line 37 _75 = _74; #line 37 float _76 = F__rand(_75); return _76; } #line 40 void F__PSMain( #line 40 in S__VSOut i, #line 40 out float4 color : SV_TARGET) { #line 42 float4 _82 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, i.uv); #line 42 color = _82; #line 44 float2 _86 = lerp(tileUV.xy, tileUV.zw, i.uv); #line 44 float2 global_uv = _86; #line 45 float2 _89 = global_uv * float2(2.00000000e+00, 2.00000000e+00); #line 45 float2 _91 = _89 - float2(1.00000000e+00, 1.00000000e+00); #line 45 float2 vign_uv = _91; #line 46 float _95 = 1.00000000e+00 / _1.y; #line 46 float _97 = ((float)((int)_1.x)) * _95; #line 46 float _99 = vign_uv.x * _97; #line 46 vign_uv[0] = _99; #line 49 float _102 = 1.00000000e+00 / _1.y; #line 49 float _104 = ((float)((int)_1.x)) * _102; #line 49 float _107 = 1.00000000e+00 / _1.y; #line 49 float _109 = ((float)((int)_1.x)) * _107; #line 49 float _110 = _104 * _109; #line 49 float _112 = 1.00000000e+00 + _110; #line 49 float _113 = rsqrt(_112); #line 49 float2 _115 = vign_uv * _113.xx; #line 49 vign_uv = _115; #line 51 float _116 = length(vign_uv); #line 51 float vignette = _116; #line 52 float _119 = 2.00000000e+00 * vignette; #line 52 float _121 = -1.00000000e+00 + _119; #line 52 float _122 = saturate(_121); #line 52 vignette = _122; #line 53 float _123 = vignette * vignette; #line 53 vignette = _123; #line 54 float _124 = vignette * g_sldVignette; #line 54 vignette = _124; #line 59 float2 _125; #line 59 _125 = i.uv; #line 59 float _127 = F__randrand(_125); #line 59 float _129 = _127 * 2.99999993e-02; #line 59 float _130 = vignette - _129; #line 59 vignette = _130; #line 61 bool _135 = captureState != 4; #line 61 bool _137 = captureState != 5; #line 61 bool _138 = _135 && _137; #line 61 if (_138) { #line 63 float _140 = 1.00000000e+00 - vignette; #line 63 float _141 = saturate(_140); #line 63 float3 _144 = color.xyz * _141.xxx; #line 63 color.xyz = _144; } return; }