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reimplement postprocessing and fix one shader as example
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@ -1,7 +1,9 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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void main()
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(1.0, 1.0, 1.0, 1.0) - c0;
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ocol0 = vec4(1.0, 1.0, 1.0, 1.0) - texture(samp9, uv0);
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}
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