3 color) { #line 74 float _12 = dot(float3(2.98999995e-01, 5.87000012e-01, 1.14000000e-01), color); return _12; } #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 _20 = vid == 2; #line 87 float _23 = _20 ? 2.00000000e+00 : 0.00000000e+00; #line 87 o.uv[0] = _23; #line 88 bool _25 = vid == 1; #line 88 float _28 = _25 ? 2.00000000e+00 : 0.00000000e+00; #line 88 o.uv[1] = _28; #line 89 float2 _31 = o.uv * float2(2.00000000e+00, -2.00000000e+00); #line 89 float2 _33 = _31 + float2(-1.00000000e+00, 1.00000000e+00); #line 89 float4 _38 = float4(_33.x, _33.y, 0.00000000e+00, 1.00000000e+00); #line 89 o.pos = _38; 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 _44; #line 95 _44 = vid; #line 95 S__VSOut _45 = F__VSMain(_44); #line 95 S__VSOut o_46 = _45; #line 96 position = o_46.pos; #line 97 texcoord = o_46.uv; return; } #line 14 "RemoveHud.fx" void F__PSMain( #line 14 in S__VSOut i, #line 14 out float4 color : SV_TARGET) { #line 16 float4 _54 = V__NV__HudlessInput.t.Sample(V__NV__HudlessInput.s, i.uv); #line 16 color = _54; return; }