Greenscreen adjsutments
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@@ -9,31 +9,167 @@ float luma709(float3 color)
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return dot(color, float3(0.2126, 0.7152, 0.0722));
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}
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float2 chroma709(float3 color)
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{
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float y = luma709(color);
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return float2((color.b - y) * 0.5647, (color.r - y) * 0.7132);
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}
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float3 matteSampleColor(float2 uv, ShaderContext context)
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{
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float2 pixel = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
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float blur = max(screenPreBlur, 0.0);
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float3 center = saturate(sampleVideo(saturate(uv)).rgb);
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if (blur <= 0.0001)
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return center;
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float2 radius = pixel * blur;
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float3 color = center * 0.36;
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color += saturate(sampleVideo(saturate(uv + float2(radius.x, 0.0))).rgb) * 0.16;
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color += saturate(sampleVideo(saturate(uv - float2(radius.x, 0.0))).rgb) * 0.16;
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color += saturate(sampleVideo(saturate(uv + float2(0.0, radius.y))).rgb) * 0.16;
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color += saturate(sampleVideo(saturate(uv - float2(0.0, radius.y))).rgb) * 0.16;
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return color;
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}
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float keyDistanceAt(float2 uv, ShaderContext context)
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{
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float3 color = matteSampleColor(uv, context);
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float3 keyColor = saturate(screenColor.rgb);
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float chromaDistance = distance(chroma709(color), chroma709(keyColor)) * 2.65;
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float directionDistance = length(safeNormalize(max(color, float3(0.0001, 0.0001, 0.0001))) - safeNormalize(max(keyColor, float3(0.0001, 0.0001, 0.0001)))) * 0.55;
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return lerp(directionDistance, chromaDistance, saturate(screenBalance));
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}
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float rawAlphaAt(float2 uv, ShaderContext context)
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{
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float keyDistance = keyDistanceAt(uv, context);
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float matteCenter = threshold + erodeDilate;
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float matteFeather = max(softness, 0.0005);
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float alpha = smoothstep(matteCenter - matteFeather, matteCenter + matteFeather, keyDistance);
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return saturate(alpha);
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}
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float refinedAlphaAt(float2 uv, ShaderContext context)
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{
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float2 pixel = 1.0 / max(context.outputResolution, float2(1.0, 1.0));
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float blur = max(matteBlur, 0.0);
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float aaRadius = max(blur, 0.65);
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float centerAlpha = rawAlphaAt(uv, context);
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float alpha = centerAlpha * 0.30;
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if (aaRadius > 0.0001)
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{
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float2 radius = pixel * aaRadius;
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float2 halfRadius = radius * 0.5;
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float alphaMin = centerAlpha;
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float alphaMax = centerAlpha;
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float sampleAlpha = rawAlphaAt(uv + float2(halfRadius.x, 0.0), context);
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(halfRadius.x, 0.0), context);
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(0.0, halfRadius.y), context);
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(0.0, halfRadius.y), context);
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alpha += sampleAlpha * 0.065;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(radius.x, 0.0), context);
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(radius.x, 0.0), context);
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(0.0, radius.y), context);
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - float2(0.0, radius.y), context);
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alpha += sampleAlpha * 0.06;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + radius, context);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv - radius, context);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(radius.x, -radius.y), context);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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sampleAlpha = rawAlphaAt(uv + float2(-radius.x, radius.y), context);
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alpha += sampleAlpha * 0.05;
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alphaMin = min(alphaMin, sampleAlpha);
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alphaMax = max(alphaMax, sampleAlpha);
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alpha = lerp(alpha, alphaMin, saturate(blackCleanup));
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alpha = lerp(alpha, alphaMax, saturate(whiteCleanup));
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}
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else
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{
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alpha = rawAlphaAt(uv, context);
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}
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alpha = saturate((alpha - clipBlack) / max(clipWhite - clipBlack, 0.0001));
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alpha = saturate((alpha - 0.5) * max(matteContrast, 0.0001) + 0.5);
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alpha = pow(max(alpha, 0.0), max(matteGamma, 0.0001));
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return saturate(alpha);
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}
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float spillAmountForColor(float3 color)
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{
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float3 keyColor = saturate(screenColor.rgb);
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float keyComponent = dot(color, safeNormalize(max(keyColor, float3(0.0001, 0.0001, 0.0001))));
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float opposingComponent = max(max(color.r * (1.0 - keyColor.r), color.g * (1.0 - keyColor.g)), color.b * (1.0 - keyColor.b));
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return saturate(keyComponent - opposingComponent + despillBias);
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}
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float3 despillColor(float3 color, float alpha)
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{
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float3 keyColor = safeNormalize(max(screenColor.rgb, float3(0.0001, 0.0001, 0.0001)));
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float spill = spillAmountForColor(color) * despill * (1.0 - alpha * 0.35);
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float neutral = luma709(color);
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float3 neutralized = color - keyColor * spill;
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neutralized = max(neutralized, float3(0.0, 0.0, 0.0));
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neutralized = lerp(neutralized, float3(neutral, neutral, neutral), spill * 0.18);
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neutralized = lerp(neutralized, neutralized * saturate(spillTint.rgb), saturate(spill));
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return saturate(neutralized);
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}
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float4 shadeVideo(ShaderContext context)
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{
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float4 src = context.sourceColor;
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float3 color = saturate(src.rgb);
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float alpha = refinedAlphaAt(context.uv, context);
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float spill = spillAmountForColor(color);
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float3 despilled = despillColor(color, alpha);
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float3 keyColor = safeNormalize(max(screenColor.rgb, float3(0.0001, 0.0001, 0.0001)));
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float3 sampleColor = safeNormalize(max(color, float3(0.0001, 0.0001, 0.0001)));
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float edgeAmount = saturate(1.0 - abs(alpha * 2.0 - 1.0));
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despilled = lerp(despilled, despilled * saturate(edgeColor.rgb), edgeAmount * saturate(edgeRecover));
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alpha = saturate(lerp(alpha, rawAlphaAt(context.uv, context), edgeAmount * saturate(edgeRecover) * 0.35));
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float chromaDistance = length(sampleColor - keyColor);
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float matteCenter = threshold - erodeDilate;
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float matteFeather = max(softness + edgeSoftness, 0.0005);
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float alpha = smoothstep(matteCenter - matteFeather, matteCenter + matteFeather, chromaDistance);
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alpha = saturate((alpha - clipBlack) / max(clipWhite - clipBlack, 0.0001));
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alpha = saturate(alpha + edgeBoost);
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float greenExcess = max(0.0, color.g - max(color.r, color.b));
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float spillReduction = greenExcess * despill;
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float3 despilled = color;
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despilled.g = max(0.0, despilled.g - spillReduction);
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float neutral = luma709(despilled);
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despilled.rb += spillReduction * 0.25;
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despilled = lerp(float3(neutral, neutral, neutral), despilled, 0.92);
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if (viewMode == 1)
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return float4(alpha, alpha, alpha, 1.0);
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if (viewMode == 2)
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return float4(spill, spill * 0.55, 0.0, 1.0);
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if (viewMode == 3)
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return float4(despilled, 1.0);
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if (viewMode == 4)
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{
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float rawAlpha = rawAlphaAt(context.uv, context);
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return float4(rawAlpha, alpha, spill, 1.0);
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}
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float3 premultiplied = saturate(despilled) * alpha;
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return float4(premultiplied, alpha);
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