Update multipass shader test
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@@ -17,19 +17,18 @@ float gridMask(float2 uv)
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float4 buildMask(ShaderContext context)
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float4 buildMask(ShaderContext context)
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{
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{
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float mask = saturate(max(ringMask(context.uv), gridMask(context.uv)));
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float mask = saturate(max(ringMask(context.uv), gridMask(context.uv)));
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return float4(mask, context.uv.x, context.uv.y, 1.0);
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return float4(context.sourceColor.rgb, mask);
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}
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}
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float4 applyMask(ShaderContext context)
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float4 applyMask(ShaderContext context)
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{
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{
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float4 generated = sampleVideo(context.uv);
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float4 generated = sampleVideo(context.uv);
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float mask = generated.r;
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float mask = generated.a;
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float2 encodedUv = generated.gb;
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float checker = step(0.5, frac((context.uv.x + context.uv.y) * max(scale, 1.0)));
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float checker = step(0.5, frac((encodedUv.x + encodedUv.y) * max(scale, 1.0)));
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float3 testColor = lerp(float3(0.0, 0.75, 1.0), float3(1.0, 0.1, 0.85), checker);
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float3 testColor = lerp(float3(0.0, 0.75, 1.0), float3(1.0, 0.1, 0.85), checker);
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float3 base = context.sourceColor.rgb * 0.35;
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float3 base = generated.rgb;
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float3 color = lerp(base, testColor, mask * saturate(intensity));
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float3 color = lerp(base, testColor, mask * saturate(intensity));
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return float4(color, context.sourceColor.a);
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return float4(color, 1.0);
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}
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}
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float4 shadeVideo(ShaderContext context)
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float4 shadeVideo(ShaderContext context)
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