Fix dubois anaglyph shaders on D3D11
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d48dabc1fd
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@ -7,11 +7,14 @@ void main()
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{
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float4 c0 = SampleLayer(0);
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float4 c1 = SampleLayer(1);
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mat3 l = mat3( 1.062,-0.205, 0.299,
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-0.026, 0.908, 0.068,
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-0.038,-0.173, 0.022);
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mat3 r = mat3(-0.016,-0.123,-0.017,
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0.006, 0.062, 0.017,
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-0.094,-0.185, 0.991);
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SetOutput(float4(c0.rgb * l + c1.rgb * r, c0.a));
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float3 lr = float3( 1.062,-0.205, 0.299);
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float3 lg = float3(-0.026, 0.908, 0.068);
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float3 lb = float3(-0.038,-0.173, 0.022);
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float3 rr = float3(-0.016,-0.123,-0.017);
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float3 rg = float3( 0.006, 0.062, 0.017);
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float3 rb = float3(-0.094,-0.185, 0.991);
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SetOutput(float4(dot(lr, c0.rgb) + dot(rr, c1.rgb), dot(lg, c0.rgb) + dot(rg, c1.rgb), dot(lb, c0.rgb) + dot(rb, c1.rgb), c0.a));
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}
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@ -7,11 +7,14 @@ void main()
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{
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float4 c0 = SampleLayer(0);
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float4 c1 = SampleLayer(1);
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mat3 l = mat3(-0.062,-0.158,-0.039,
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0.284, 0.668, 0.143,
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-0.015,-0.027, 0.021);
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mat3 r = mat3( 0.529, 0.705, 0.024,
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-0.016,-0.015, 0.065,
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0.009, 0.075, 0.937);
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SetOutput(float4(c0.rgb * l + c1.rgb * r, c0.a));
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float3 lr = float3(-0.062,-0.158,-0.039);
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float3 lg = float3( 0.284, 0.668, 0.143);
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float3 lb = float3(-0.015,-0.027, 0.021);
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float3 rr = float3( 0.529, 0.705, 0.024);
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float3 rg = float3(-0.016,-0.015, 0.065);
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float3 rb = float3( 0.009, 0.075, 0.937);
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SetOutput(float4(dot(lr, c0.rgb) + dot(rr, c1.rgb), dot(lg, c0.rgb) + dot(rg, c1.rgb), dot(lb, c0.rgb) + dot(rb, c1.rgb), c0.a));
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}
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@ -8,11 +8,14 @@ void main()
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{
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float4 c0 = SampleLayer(0);
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float4 c1 = SampleLayer(1);
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mat3 l = mat3( 0.437, 0.449, 0.164,
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-0.062,-0.062,-0.024,
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-0.048,-0.050,-0.017);
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mat3 r = mat3(-0.011,-0.032,-0.007,
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0.377, 0.761, 0.009,
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-0.026,-0.093, 1.234);
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SetOutput(float4(c0.rgb * l + c1.rgb * r, c0.a));
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float3 lr = float3( 0.437, 0.449, 0.164);
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float3 lg = float3(-0.062,-0.062,-0.024);
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float3 lb = float3(-0.048,-0.050,-0.017);
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float3 rr = float3(-0.011,-0.032,-0.007);
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float3 rg = float3( 0.377, 0.761, 0.009);
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float3 rb = float3(-0.026,-0.093, 1.234);
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SetOutput(float4(dot(lr, c0.rgb) + dot(rr, c1.rgb), dot(lg, c0.rgb) + dot(rg, c1.rgb), dot(lb, c0.rgb) + dot(rb, c1.rgb), c0.a));
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}
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