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code/x_shaders/extracthot.psh
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25
code/x_shaders/extracthot.psh
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;------------------------------------------------------------------------------
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; Filter to get extract "hot" parts of the image
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;
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; Copyright (C) 2002 Microsoft Corporation
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; All rights reserved.
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;------------------------------------------------------------------------------
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xps.1.1
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; source textures
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tex t0
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tex t1
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#include "../win32/shader_constants.h"
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; We've set our original depth/stencil as an ARGB texture, put stencil in A:
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mov r0, t1.b
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; Remove low end
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sub r1, t0, c[CP_EXTRACT_CUTOFF] ; Remove low end
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; Throw out pixels that weren't stenciled:
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cnd r0, r0.a, r1, zero
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; Output = r0 + SCALE*r0 = (1+SCALE) * r0
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xfc c[CP_EXTRACT_SCALE], r0_sat, zero, r0_sat, zero, zero, r0_sat.a
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