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https://github.com/elasota/Aerofoil.git
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Normalize line endings
This commit contains only the result of `git add --renormalize .` `git show --ignore-space-change` can verify that this commit only changes whitespace.
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@@ -1,5 +1,5 @@
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struct SDrawQuadPixelInput
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{
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float4 pos : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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struct SDrawQuadPixelInput
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{
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float4 pos : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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@@ -1,11 +1,11 @@
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cbuffer SDrawQuadPixelConstants : register(b0)
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{
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float4 constants_Modulation;
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int2 constants_FlickerAxis;
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int constants_FlickerStartThreshold;
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int constants_FlickerEndThreshold;
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float constants_Desaturation;
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float3 constants_Unused;
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};
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cbuffer SDrawQuadPixelConstants : register(b0)
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{
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float4 constants_Modulation;
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int2 constants_FlickerAxis;
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int constants_FlickerStartThreshold;
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int constants_FlickerEndThreshold;
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float constants_Desaturation;
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float3 constants_Unused;
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};
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@@ -1,79 +1,79 @@
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float SRGBToLinear(float v)
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{
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if (v <= 0.04045)
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return v * (1.0 / 12.92);
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else
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return pow(((max(v, 0.0) + 0.055) * (1.0 / 1.055)), 2.4);
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}
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float2 SRGBToLinear(float2 v)
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{
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return float2(SRGBToLinear(v.x), SRGBToLinear(v.y));
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}
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float3 SRGBToLinear(float3 v)
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{
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return float3(SRGBToLinear(v.x), SRGBToLinear(v.y), SRGBToLinear(v.z));
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}
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float LinearToSRGB(float v)
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{
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if (v <= 0.0031308)
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return 12.92 * v;
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else
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return 1.055 * pow(v, 1.0 / 2.4) - 0.055;
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}
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float2 LinearToSRGB(float2 v)
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{
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return float2(LinearToSRGB(v.x), LinearToSRGB(v.y));
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}
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float3 LinearToSRGB(float3 v)
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{
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return float3(LinearToSRGB(v.x), LinearToSRGB(v.y), LinearToSRGB(v.z));
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}
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float4 ApplyFlicker(int2 coordinate, int startThreshold, int endThreshold, float4 color)
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{
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int flickerTotal = dot(constants_FlickerAxis, coordinate);
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if (flickerTotal < startThreshold)
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return float4(0, 0, 0, 0);
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else if (flickerTotal >= endThreshold)
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return color;
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return float4(1, 1, 1, 1);
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}
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float4 ApplyDesaturation(float desaturation, float4 color)
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{
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// This is intentionally done in gamma space, and keeps solid yellow
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if (desaturation == 0.0 || all(color.rgb == float3(1.0, 1.0, 0.0)))
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return color;
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float grayLevel = dot(color.rgb, float3(3.0, 6.0, 1.0) / 10.0);
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color.rgb = color.rgb * (1.0 - desaturation) + float3(grayLevel, grayLevel, grayLevel) * desaturation;
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return color;
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}
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float3 AppleRGBToSRGBLinear(float3 color)
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{
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color = pow(saturate(color), 1.8);
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float3 result;
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result = color.r * float3(1.06870538834699, 0.024110476735, 0.00173499822713);
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result += color.g * float3(-0.07859532843279, 0.96007030899244, 0.02974755969275);
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result += color.b * float3(0.00988984558395, 0.01581936633364, 0.96851741859153);
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return result;
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}
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float3 ApplyColorSpaceTransform(float3 color)
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{
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#ifdef USE_ICC_PROFILE
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return saturate(AppleRGBToSRGBLinear(color));
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#else
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return SRGBToLinear(color);
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#endif
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}
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float SRGBToLinear(float v)
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{
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if (v <= 0.04045)
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return v * (1.0 / 12.92);
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else
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return pow(((max(v, 0.0) + 0.055) * (1.0 / 1.055)), 2.4);
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}
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float2 SRGBToLinear(float2 v)
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{
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return float2(SRGBToLinear(v.x), SRGBToLinear(v.y));
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}
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float3 SRGBToLinear(float3 v)
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{
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return float3(SRGBToLinear(v.x), SRGBToLinear(v.y), SRGBToLinear(v.z));
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}
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float LinearToSRGB(float v)
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{
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if (v <= 0.0031308)
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return 12.92 * v;
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else
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return 1.055 * pow(v, 1.0 / 2.4) - 0.055;
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}
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float2 LinearToSRGB(float2 v)
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{
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return float2(LinearToSRGB(v.x), LinearToSRGB(v.y));
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}
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float3 LinearToSRGB(float3 v)
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{
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return float3(LinearToSRGB(v.x), LinearToSRGB(v.y), LinearToSRGB(v.z));
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}
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float4 ApplyFlicker(int2 coordinate, int startThreshold, int endThreshold, float4 color)
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{
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int flickerTotal = dot(constants_FlickerAxis, coordinate);
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if (flickerTotal < startThreshold)
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return float4(0, 0, 0, 0);
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else if (flickerTotal >= endThreshold)
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return color;
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return float4(1, 1, 1, 1);
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}
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float4 ApplyDesaturation(float desaturation, float4 color)
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{
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// This is intentionally done in gamma space, and keeps solid yellow
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if (desaturation == 0.0 || all(color.rgb == float3(1.0, 1.0, 0.0)))
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return color;
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float grayLevel = dot(color.rgb, float3(3.0, 6.0, 1.0) / 10.0);
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color.rgb = color.rgb * (1.0 - desaturation) + float3(grayLevel, grayLevel, grayLevel) * desaturation;
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return color;
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}
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float3 AppleRGBToSRGBLinear(float3 color)
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{
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color = pow(saturate(color), 1.8);
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float3 result;
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result = color.r * float3(1.06870538834699, 0.024110476735, 0.00173499822713);
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result += color.g * float3(-0.07859532843279, 0.96007030899244, 0.02974755969275);
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result += color.b * float3(0.00988984558395, 0.01581936633364, 0.96851741859153);
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return result;
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}
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float3 ApplyColorSpaceTransform(float3 color)
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{
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#ifdef USE_ICC_PROFILE
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return saturate(AppleRGBToSRGBLinear(color));
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#else
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return SRGBToLinear(color);
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#endif
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}
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