egister(t1); #line 29 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 _14 = dot(float3(2.98999995e-01, 5.87000012e-01, 1.14000000e-01), color); return _14; } #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 _22 = vid == 2; #line 87 float _25 = _22 ? 2.00000000e+00 : 0.00000000e+00; #line 87 o.uv[0] = _25; #line 88 bool _27 = vid == 1; #line 88 float _30 = _27 ? 2.00000000e+00 : 0.00000000e+00; #line 88 o.uv[1] = _30; #line 89 float2 _33 = o.uv * float2(2.00000000e+00, -2.00000000e+00); #line 89 float2 _35 = _33 + float2(-1.00000000e+00, 1.00000000e+00); #line 89 float4 _40 = float4(_35.x, _35.y, 0.00000000e+00, 1.00000000e+00); #line 89 o.pos = _40; 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 _46; #line 95 _46 = vid; #line 95 S__VSOut _47 = F__VSMain(_46); #line 95 S__VSOut o_48 = _47; #line 96 position = o_48.pos; #line 97 texcoord = o_48.uv; return; } #line 50 "SpecialFX.fx" float3 F__sketch( #line 50 in float3 colorInput, #line 50 in float2 uv) { const float _57[9] = { -1.00000000e+00, 0.00000000e+00, 1.00000000e+00, -2.00000000e+00, 0.00000000e+00, 2.00000000e+00, -1.00000000e+00, 0.00000000e+00, 1.00000000e+00 }; #line 54 float filterKernelH[9] = _57; #line 61 float3 clrH = float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 62 float3 clrV = float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 63 float3 clr = float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 65 int i = -1; #line 65 bool _73 = i <= 1; #line 65 [unroll] while (_73) { { #line 66 int j = -1; #line 66 bool _85 = j <= 1; #line 66 [unroll] while (_85) { { #line 68 int2 _89 = int2(i, j); #line 68 float4 _90 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, uv, _89); #line 68 clr = _90.xyz; #line 69 int _93 = i + 1; #line 69 int _95 = j + 1; #line 69 int _97 = _95 * 3; #line 69 int _98 = _93 + _97; #line 69 float3 _100 = clr * filterKernelH[_98].xxx; #line 69 float3 _101 = clrH + _100; #line 69 clrH = _101; #line 70 int _103 = j + 1; #line 70 int _105 = i + 1; #line 70 int _107 = _105 * 3; #line 70 int _108 = _103 + _107; #line 70 float3 _110 = clr * filterKernelH[_108].xxx; #line 70 float3 _111 = clrV + _110; #line 70 clrV = _111; } int _86 = j; #line 66 int _88 = _86 + 1; #line 66 j = _88; #line 66 _85 = j <= 1; } } int _74 = i; #line 65 int _76 = _74 + 1; #line 65 i = _76; #line 65 _73 = i <= 1; } #line 73 float3 _112 = clrH * clrH; #line 73 float3 _113 = clrV * clrV; #line 73 float3 _114 = _112 + _113; #line 73 float3 _115 = sqrt(_114); #line 73 float3 sobelLengths = _115; #line 79 float3 _118 = float3(1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - sobelLengths; #line 79 float3 _120 = lerp(colorInput, _118, float3(4.49999988e-01, 4.49999988e-01, 4.49999988e-01)); #line 79 float3 outputColor = _120; #line 81 float3 _123 = lerp(colorInput, outputColor, g_sldSketch.xxx); return _123; } #line 89 float F__AntiAlias( #line 89 in float threshold, #line 89 in float value) { #line 91 float _128 = fwidth(value); #line 91 float _130 = 7.50000000e-01 * _128; #line 91 float width = _130; #line 92 float _132 = threshold - width; #line 92 float _133 = threshold + width; #line 92 float _134 = smoothstep(_132, _133, value); return _134; } #line 95 float F__DotGrid( #line 95 in float2 uvSquare, #line 95 in float angle, #line 95 in float radius, #line 95 in float noise, #line 95 in float coeff) { #line 97 float _143 = noise * 1.00000001e-01; #line 97 noise = _143; #line 98 float _144 = sin(angle); #line 98 float s = _144; #line 99 float _146 = cos(angle); #line 99 float c = _146; #line 100 float _148 = -s; #line 100 float2x2 _149 = float2x2(c, _148, s, c); #line 100 float2 _150 = mul(_149, uvSquare); #line 100 float2 uvRot = _150; #line 101 float2 _154 = float2(((float)((int)_1.x)), ((float)((int)_1.y))); #line 101 float _157 = _154.x / 6.00000000e+00; #line 101 float _158 = _157 / coeff; #line 101 float2 _160 = _158.xx * uvRot; #line 101 float2 _161 = frac(_160); #line 101 float2 _163 = float2(2.00000000e+00, 2.00000000e+00) * _161; #line 101 float2 _165 = _163 - float2(1.00000000e+00, 1.00000000e+00); #line 101 float2 nearest = _165; #line 102 float _168 = 1.00000000e+00 - radius; #line 102 float _169 = length(nearest); #line 102 float _171 = _169 * 6.99999988e-01; #line 102 float _172 = _171 - noise; #line 102 float _173; #line 102 float _174; #line 102 _173 = _168; #line 102 _174 = _172; #line 102 float _175 = F__AntiAlias(_173, _174); #line 102 float _176 = _175 + noise; return _176; } #line 105 float4 F__CmykFromRgb( #line 105 in float3 c) { #line 107 float _182 = max(c.x, c.y); #line 107 float _184 = max(_182, c.z); #line 107 float _186 = 1.00000000e+00 - _184; #line 107 float k = _186; #line 108 float4 cmyk = float4(0.00000000e+00, 0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 109 float3 _192 = float3(1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - c.xyz; #line 109 float3 _194 = _192 - k.xxx; #line 109 float _196 = 1.00000000e+00 - k; #line 109 float3 _198 = _194 / _196.xxx; #line 109 cmyk.xyz = _198; #line 110 cmyk[3] = k; return cmyk; } #line 114 float3 F__RgbFromCmyk( #line 114 in float4 c) { #line 116 float3 _204 = float3(1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - c.xyz; #line 116 float _207 = 1.00000000e+00 - c.w; #line 116 float3 _209 = _204 * _207.xxx; return _209; } #line 120 uint F__lowbias32( #line 120 in uint x) { #line 122 uint _214 = x >> 16; #line 122 uint _215 = x ^ _214; #line 122 x = _215; #line 123 uint _217 = x * 2146121005; #line 123 x = _217; #line 124 uint _219 = x >> 15; #line 124 uint _220 = x ^ _219; #line 124 x = _220; #line 125 uint _222 = x * 2221713035; #line 125 x = _222; #line 126 uint _224 = x >> 16; #line 126 uint _225 = x ^ _224; #line 126 x = _225; return x; } #line 130 float F__twodnoise( #line 130 in float2 uv) { #line 132 float2 _230 = uv * float2(2.50000000e+00, 2.50000000e+00); #line 132 uv = _230; #line 133 float2 _231 = floor(uv); #line 133 uint2 base = ((uint2)_231); #line 134 float2 _234 = frac(uv); #line 134 float2 part = _234; #line 135 float2 _236 = part * part; #line 135 float2 _238 = float2(2.00000000e+00, 2.00000000e+00) * part; #line 135 float2 _240 = float2(3.00000000e+00, 3.00000000e+00) - _238; #line 135 float2 _241 = _236 * _240; #line 135 part = _241; #line 138 uint _242; #line 138 _242 = base.y; #line 138 uint _244 = F__lowbias32(_242); #line 138 uint _246 = base.x + _244; #line 138 uint _247; #line 138 _247 = _246; #line 138 uint _248 = F__lowbias32(_247); #line 138 uint _250 = _248 % 255; #line 138 float val00 = ((float)_250); #line 139 uint _255 = base.x + 1; #line 139 uint _256; #line 139 _256 = base.y; #line 139 uint _258 = F__lowbias32(_256); #line 139 uint _259 = _255 + _258; #line 139 uint _260; #line 139 _260 = _259; #line 139 uint _261 = F__lowbias32(_260); #line 139 uint _263 = _261 % 255; #line 139 float val01 = ((float)_263); #line 140 uint _268 = base.y + 1; #line 140 uint _269; #line 140 _269 = _268; #line 140 uint _270 = F__lowbias32(_269); #line 140 uint _272 = base.x + _270; #line 140 uint _273; #line 140 _273 = _272; #line 140 uint _274 = F__lowbias32(_273); #line 140 uint _276 = _274 % 255; #line 140 float val10 = ((float)_276); #line 141 uint _281 = base.x + 1; #line 141 uint _284 = base.y + 1; #line 141 uint _285; #line 141 _285 = _284; #line 141 uint _286 = F__lowbias32(_285); #line 141 uint _287 = _281 + _286; #line 141 uint _288; #line 141 _288 = _287; #line 141 uint _289 = F__lowbias32(_288); #line 141 uint _291 = _289 % 255; #line 141 float val11 = ((float)_291); #line 143 float _295 = val00 / 2.55000000e+02; #line 143 val00 = _295; #line 144 float _297 = val01 / 2.55000000e+02; #line 144 val01 = _297; #line 145 float _299 = val10 / 2.55000000e+02; #line 145 val10 = _299; #line 146 float _301 = val11 / 2.55000000e+02; #line 146 val11 = _301; #line 148 float _303 = lerp(val00, val01, part.x); #line 148 float val0X = _303; #line 149 float _306 = lerp(val10, val11, part.x); #line 149 float val1X = _306; #line 151 float _309 = lerp(val0X, val1X, part.y); return _309; } #line 154 float3 F__halftone( #line 154 in float3 color, #line 154 in float2 uv) { #line 156 bool _318 = captureState == 4; #line 157 bool _320 = captureState == 5; #line 156 bool _321 = _318 || _320; #line 156 if (_321) { return color; } #line 159 float2 _324 = float2(((float)((int)_1.x)), ((float)((int)_1.y))); #line 159 float2 _327 = float2(((float)((int)_1.x)), ((float)((int)_1.y))); #line 159 float _330 = _324.y / _327.x; #line 159 float aspect = _330; #line 160 float _333 = uv.y * aspect; #line 160 float2 _335 = float2(uv.x, _333); #line 160 float2 uvSquare_336 = _335; #line 162 float2 _338 = uv * float2(1.00000000e+02, 1.00000000e+02); #line 162 float2 _339; #line 162 _339 = _338; #line 162 float _340 = F__twodnoise(_339); #line 162 float _342 = 1.00000001e-01 * _340; #line 162 float2 _344 = uv * float2(2.00000000e+02, 2.00000000e+02); #line 162 float2 _345; #line 162 _345 = _344; #line 162 float _346 = F__twodnoise(_345); #line 162 float _348 = 5.00000007e-02 * _346; #line 162 float _349 = _342 + _348; #line 162 float2 _351 = uv * float2(4.00000000e+02, 4.00000000e+02); #line 162 float2 _352; #line 162 _352 = _351; #line 162 float _353 = F__twodnoise(_352); #line 162 float _355 = 2.50000004e-02 * _353; #line 162 float _356 = _349 + _355; #line 162 float _358 = _356 + 1.00000001e-01; #line 162 float3 noise_360 = _358.xxx; #line 163 float3 _361; #line 163 _361 = color; #line 163 float4 _362 = F__CmykFromRgb(_361); #line 163 float4 _364 = float4(1.00000000e+00, 1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - _362; #line 163 float4 cmyk_365 = _364; #line 165 float coeff_367 = 1.00000000e+00; #line 167 float4 cmykDot = float4(0.00000000e+00, 0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 168 float2 _370; #line 168 float _371; #line 168 float _372; #line 168 float _373; #line 168 float _374; #line 168 _370 = uvSquare_336; #line 168 _371 = 2.61799008e-01; #line 168 _372 = cmyk_365.x; #line 168 _373 = noise_360.x; #line 168 _374 = coeff_367; #line 168 float _378 = F__DotGrid(_370, _371, _372, _373, _374); #line 168 cmykDot[0] = _378; #line 169 float2 _379; #line 169 float _380; #line 169 float _381; #line 169 float _382; #line 169 float _383; #line 169 _379 = uvSquare_336; #line 169 _380 = 1.30900002e+00; #line 169 _381 = cmyk_365.y; #line 169 _382 = noise_360.y; #line 169 _383 = coeff_367; #line 169 float _387 = F__DotGrid(_379, _380, _381, _382, _383); #line 169 cmykDot[1] = _387; #line 170 float2 _388; #line 170 float _389; #line 170 float _390; #line 170 float _391; #line 170 float _392; #line 170 _388 = uvSquare_336; #line 170 _389 = 0.00000000e+00; #line 170 _390 = cmyk_365.z; #line 170 _391 = noise_360.z; #line 170 _392 = coeff_367; #line 170 float _396 = F__DotGrid(_388, _389, _390, _391, _392); #line 170 cmykDot[2] = _396; #line 171 float2 _397; #line 171 float _398; #line 171 float _399; #line 171 float _400; #line 171 float _401; #line 171 _397 = uvSquare_336; #line 171 _398 = 7.85398006e-01; #line 171 _399 = cmyk_365.w; #line 171 _400 = noise_360.x; #line 171 _401 = coeff_367; #line 171 float _405 = F__DotGrid(_397, _398, _399, _400, _401); #line 171 cmykDot[3] = _405; #line 174 float4 _407 = float4(1.00000000e+00, 1.00000000e+00, 1.00000000e+00, 1.00000000e+00) - cmykDot; #line 174 float4 _408; #line 174 _408 = _407; #line 174 float3 _409 = F__RgbFromCmyk(_408); #line 174 float3 _411 = lerp(color, _409, g_sldHalfTone.xxx); return _411; } #line 193 float F__Curve( #line 193 in float x, #line 193 in float contrast, #line 193 in float scale) { #line 195 float _418 = x - 5.00000000e-01; #line 195 x = _418; #line 196 float _419 = x * contrast; #line 196 x = _419; #line 197 float _421 = x + 5.00000000e-01; #line 197 x = _421; #line 198 float _422 = x * scale; #line 198 x = _422; return x; } #line 203 float2 F__smartClampUV( #line 203 in float2 uvTexCoord, #line 203 in float constrainBorderWidth, #line 203 in float fetchBorderWidth) { #line 205 float2 _430 = float2(((float)((int)_1.x)), ((float)((int)_1.y))); #line 205 float _433 = 1.00000000e+00 / _430.x; #line 205 float2 _436 = float2(((float)((int)_1.x)), ((float)((int)_1.y))); #line 205 float _439 = 1.00000000e+00 / _436.y; #line 205 float2 _440 = float2(_433, _439); #line 205 float2 oneTexel = _440; #line 206 float _446 = constrainBorderWidth * oneTexel.x; #line 206 float _448 = 1.00000000e+00 - _446; #line 206 bool _450 = uvTexCoord.x > _448; #line 206 if (_450) { #line 206 float _452 = constrainBorderWidth * oneTexel.x; #line 206 float _454 = 1.00000000e+00 - _452; #line 206 float _456 = fetchBorderWidth * oneTexel.x; #line 206 float _457 = _454 - _456; #line 206 uvTexCoord[0] = _457; } #line 207 float _462 = constrainBorderWidth * oneTexel.x; #line 207 float _464 = 0.00000000e+00 + _462; #line 207 bool _466 = uvTexCoord.x < _464; #line 207 if (_466) { #line 207 float _468 = constrainBorderWidth * oneTexel.x; #line 207 float _470 = 0.00000000e+00 + _468; #line 207 float _472 = fetchBorderWidth * oneTexel.x; #line 207 float _473 = _470 + _472; #line 207 uvTexCoord[0] = _473; } #line 208 float _478 = constrainBorderWidth * oneTexel.y; #line 208 float _480 = 1.00000000e+00 - _478; #line 208 bool _482 = uvTexCoord.y > _480; #line 208 if (_482) { #line 208 float _484 = constrainBorderWidth * oneTexel.y; #line 208 float _486 = 1.00000000e+00 - _484; #line 208 float _488 = fetchBorderWidth * oneTexel.y; #line 208 float _489 = _486 - _488; #line 208 uvTexCoord[1] = _489; } #line 209 float _494 = constrainBorderWidth * oneTexel.y; #line 209 float _496 = 0.00000000e+00 + _494; #line 209 bool _498 = uvTexCoord.y < _496; #line 209 if (_498) { #line 209 float _500 = constrainBorderWidth * oneTexel.y; #line 209 float _502 = 0.00000000e+00 + _500; #line 209 float _504 = fetchBorderWidth * oneTexel.y; #line 209 float _505 = _502 + _504; #line 209 uvTexCoord[1] = _505; } return uvTexCoord; } #line 214 float3 F__retro( #line 214 in float3 color, #line 214 inout float2 inout_tile_uv) { #line 217 float2 _512 = tileUV.zw - tileUV.xy; #line 217 float2 _514 = _512 * inout_tile_uv.xy; #line 217 float2 _516 = _514 + tileUV.xy; #line 217 float2 uv_517 = _516; #line 218 float2 uvScreen = uv_517; #line 224 float2 _520 = uv_517 - float2(5.00000000e-01, 5.00000000e-01); #line 224 float2 uvDistort = _520; #line 225 float2 uvTexCoord_522 = inout_tile_uv; #line 228 float _525 = tileUV.z - tileUV.x; #line 228 float _527 = 2.00000003e-01 / _525; #line 228 float _529 = 5.00000000e-01 * _527; #line 228 float maxDistort = _529; #line 229 float distortNrm = 1.00000000e+00; #line 231 bool _537 = captureState == 3; #line 231 if (_537) { #line 234 bool _542 = maxDistort > 2.00000003e-01; #line 234 if (_542) { #line 235 float _544 = 2.00000003e-01 / maxDistort; #line 235 distortNrm = _544; } } #line 237 float _545 = dot(uvDistort, uvDistort); #line 237 float _546 = saturate(_545); #line 237 float _549 = tileUV.z - tileUV.x; #line 237 float _551 = 2.00000003e-01 / _549; #line 237 float _552 = _546 * _551; #line 237 float _553 = _552 * distortNrm; #line 237 float distort = _553; #line 238 float2 _555 = normalize(uvDistort); #line 238 float2 _557 = _555 * distort.xx; #line 238 float2 _559 = _557 * g_sldRetro.xx; #line 238 float2 _560 = uvTexCoord_522 - _559; #line 238 uvTexCoord_522 = _560; #line 240 bool _565 = captureState == 3; #line 240 if (_565) { #line 242 float2 _566; #line 242 float _567; #line 242 float _568; #line 242 _566 = uvTexCoord_522; #line 242 _567 = 2.00000000e+00; #line 242 _568 = 1.50000000e+01; #line 242 float2 _571 = F__smartClampUV(_566, _567, _568); #line 242 uvTexCoord_522 = _571; } #line 246 inout_tile_uv = uvTexCoord_522; #line 248 float4 _572 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, uvTexCoord_522); #line 248 color = _572.xyz; #line 249 float _575 = dot(color, float3(3.33000004e-01, 3.33000004e-01, 3.33000004e-01)); #line 249 float _577 = 2.00000003e-01 * g_sldRetro; #line 249 float3 _580 = lerp(color, _575.xxx, _577.xxx); #line 249 color = _580; #line 254 float _581 = dot(uvDistort, uvDistort); #line 254 float _584 = smoothstep(0.00000000e+00, 4.00000006e-01, _581); #line 254 float _585 = saturate(_584); #line 254 float toning = _585; #line 255 float3 colorCenter = color.xyz; #line 256 float _589; #line 256 float _590; #line 256 float _591; #line 256 _589 = colorCenter.x; #line 256 _590 = 1.29999995e+00; #line 256 _591 = 1.39999998e+00; #line 256 float _595 = F__Curve(_589, _590, _591); #line 256 colorCenter[0] = _595; #line 257 float _596; #line 257 float _597; #line 257 float _598; #line 257 _596 = colorCenter.y; #line 257 _597 = 1.29999995e+00; #line 257 _598 = 1.29999995e+00; #line 257 float _602 = F__Curve(_596, _597, _598); #line 257 colorCenter[1] = _602; #line 258 float _603; #line 258 float _604; #line 258 float _605; #line 258 _603 = colorCenter.z; #line 258 _604 = 6.99999988e-01; #line 258 _605 = 8.00000012e-01; #line 258 float _609 = F__Curve(_603, _604, _605); #line 258 colorCenter[2] = _609; #line 259 float3 colorEdge = color.xyz; #line 260 float _612; #line 260 float _613; #line 260 float _614; #line 260 _612 = colorEdge.x; #line 260 _613 = 1.00000000e+00; #line 260 _614 = 6.00000024e-01; #line 260 float _618 = F__Curve(_612, _613, _614); #line 260 colorEdge[0] = _618; #line 261 float _619; #line 261 float _620; #line 261 float _621; #line 261 _619 = colorEdge.y; #line 261 _620 = 1.00000000e+00; #line 261 _621 = 6.99999988e-01; #line 261 float _625 = F__Curve(_619, _620, _621); #line 261 colorEdge[1] = _625; #line 262 float _626; #line 262 float _627; #line 262 float _628; #line 262 _626 = colorEdge.z; #line 262 _627 = 5.00000000e-01; #line 262 _628 = 1.50000000e+00; #line 262 float _632 = F__Curve(_626, _627, _628); #line 262 colorEdge[2] = _632; #line 264 float3 _634 = lerp(colorCenter, colorEdge, toning.xxx); #line 264 float3 _635 = saturate(_634); #line 264 float3 _638 = lerp(color.xyz, _635, g_sldRetro.xxx); #line 264 color.xyz = _638; #line 270 float2 _640 = uv_517 - float2(5.00000000e-01, 5.00000000e-01); #line 270 float2 inTex = _640; #line 271 float _644 = inTex.x * 1.20000005e+00; #line 271 inTex[0] = _644; #line 272 float _645 = dot(inTex, inTex); #line 272 float _647 = 1.00000000e+00 - _645; #line 272 float _648 = saturate(_647); #line 272 float vignette = _648; #line 273 float _652 = smoothstep(3.00000012e-01, 1.00000000e+00, vignette); #line 273 float _653 = saturate(_652); #line 273 vignette = _653; #line 274 float _655 = 1.00000000e+00 - vignette; #line 274 float _657 = _655 * 1.50000000e+00; #line 274 float _658 = _657 * g_sldRetro; #line 274 float3 _662 = lerp(color.xyz, float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00), _658.xxx); #line 274 color.xyz = _662; return color; } #line 279 float3 F__sepia( #line 279 in float3 color) { #line 281 float _667 = dot(color, float3(2.12599993e-01, 7.15200007e-01, 7.22000003e-02)); #line 281 float3 _670 = _667.xxx * float3(1.20000005e+00, 1.00000000e+00, 8.00000012e-01); #line 281 float3 _672 = lerp(color, _670, g_sldSepia.xxx); return _672; } #line 284 void F__PSMain( #line 284 in S__VSOut i, #line 284 out float4 color : SV_TARGET) { #line 286 float4 _678 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, i.uv); #line 286 color = _678; #line 288 bool _683 = captureState != 4; #line 288 bool _685 = captureState != 5; #line 288 bool _686 = _683 && _685; #line 288 if (_686) { #line 290 bool _691 = g_sldRetro != 0.00000000e+00; #line 290 if (_691) { #line 290 float3 _692; #line 290 float2 _693; #line 290 _692 = color.xyz; #line 290 _693 = i.uv; #line 290 float3 _696 = F__retro(_692, _693); #line 290 i.uv = _693; #line 290 color.xyz = _696; } #line 291 bool _701 = g_sldSketch != 0.00000000e+00; #line 291 if (_701) { #line 291 float3 _702; #line 291 float2 _703; #line 291 _702 = color.xyz; #line 291 _703 = i.uv; #line 291 float3 _706 = F__sketch(_702, _703); #line 291 color.xyz = _706; } #line 292 bool _711 = g_sldHalfTone != 0.00000000e+00; #line 292 if (_711) { #line 292 float3 _712; #line 292 float2 _713; #line 292 _712 = color.xyz; #line 292 _713 = i.uv; #line 292 float3 _716 = F__halftone(_712, _713); #line 292 color.xyz = _716; } #line 293 bool _721 = g_sldSepia != 0.00000000e+00; #line 293 if (_721) { #line 293 float3 _722; #line 293 _722 = color.xyz; #line 293 float3 _724 = F__sepia(_722); #line 293 color.xyz = _724; } } return; }