annotate Data/Shaders/TexturedQuad.fx @ 51:efd2b1ca5b77

Clean up gui
author koryspansel <koryspansel@bendbroadband.com>
date Tue, 27 Sep 2011 09:42:01 -0700
parents 7e3a0ae9c016
children
rev   line source
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koryspansel <koryspansel@bendbroadband.com>
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1 extern uniform float4x4 kProjection;
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2 extern uniform float4x4 kWorld;
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3 extern uniform texture kTexture;
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4 extern uniform float4 kColor;
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5
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6 /*
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7 * TextureSampler
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8 */
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9 sampler TextureSampler = sampler_state
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10 {
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11 Texture = <kTexture>;
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12 MinFilter = POINT;
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13 MagFilter = POINT;
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14 AddressU = CLAMP;
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15 AddressV = CLAMP;
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16 };
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17
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18 /*
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19 * VertexInput
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20 */
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21 struct VertexInput
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22 {
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23 /*
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24 * Position
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25 */
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26 float3 Position : POSITION0;
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27
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28 /*
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29 * TextureCoordinate
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30 */
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31 float2 TextureCoordinate : TEXCOORD0;
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32 };
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33
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34 /*
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35 * VertexInput1
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36 */
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37 struct VertexInput1
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38 {
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39 /*
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40 * Position
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41 */
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42 float3 Position : POSITION0;
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43
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44 /*
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45 * TextureCoordinate
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46 */
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47 float2 TextureCoordinate : TEXCOORD0;
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48
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49 /*
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50 * Color
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51 */
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52 float4 Color : COLOR0;
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53 };
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54
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55 /*
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56 * VertexOutput
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57 */
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58 struct VertexOutput
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59 {
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60 /*
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61 * Position
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62 */
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63 float4 Position : POSITION0;
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64
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65 /*
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66 * TextureCoordinate
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67 */
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68 float2 TextureCoordinate : TEXCOORD0;
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69 };
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70
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71 /*
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72 * VertexOutput1
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73 */
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74 struct VertexOutput1
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75 {
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76 /*
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77 * Position
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78 */
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79 float4 Position : POSITION0;
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80
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81 /*
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82 * TextureCoordinate
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83 */
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84 float2 TextureCoordinate : TEXCOORD0;
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85
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86 /*
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87 * Color
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88 */
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89 float4 Color : COLOR0;
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90 };
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91
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92 /*
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93 * PixelInput
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94 */
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95 struct PixelInput
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96 {
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97 /*
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98 * TextureCoordinate
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99 */
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100 float2 TextureCoordinate : TEXCOORD0;
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101
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102 /*
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103 * Color
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104 */
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105 float4 Color : COLOR0;
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106 };
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107
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108 /*
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109 * PixelOutput
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110 */
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111 struct PixelOutput
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112 {
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113 /*
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114 * Color
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115 */
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116 float4 Color : COLOR0;
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117 };
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118
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119 /*
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120 * TexturedQuadVS
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121 */
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122 VertexOutput TexturedQuadVS(VertexInput kInput)
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123 {
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124 VertexOutput kOutput;
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125
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126 kOutput.Position = mul(float4(kInput.Position, 1.0f), mul(kWorld, kProjection));
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127 kOutput.TextureCoordinate = kInput.TextureCoordinate;
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128
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129 return kOutput;
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130 }
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131
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132 /*
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133 * TexturedQuadVS
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134 */
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135 VertexOutput1 TexturedQuadVS1(VertexInput1 kInput)
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136 {
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137 VertexOutput1 kOutput;
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138
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139 kOutput.Position = mul(float4(kInput.Position, 1.0f), kProjection);
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140 kOutput.TextureCoordinate = kInput.TextureCoordinate;
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141 kOutput.Color = kInput.Color;
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142
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143 return kOutput;
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144 }
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145
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146 /*
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147 * TexturedQuadPS
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148 */
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149 PixelOutput TexturedQuadPS(PixelInput kInput)
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150 {
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151 PixelOutput kOutput;
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152
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153 float4 kTexture = tex2D(TextureSampler, kInput.TextureCoordinate);
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154
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155 kOutput.Color = float4(kTexture.rgb * kColor.rgb, kTexture.a);
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156 //kOutput.Color = kColor;
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157
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158 return kOutput;
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159 }
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160
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161 /*
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162 * TexturedQuadPS
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163 */
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164 PixelOutput TexturedQuadPS1(PixelInput kInput)
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165 {
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166 PixelOutput kOutput;
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167
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168 float4 kTexture = tex2D(TextureSampler, kInput.TextureCoordinate);
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169 kOutput.Color = float4(kTexture.rgb * kInput.Color.rgb, kTexture.a);
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170
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171 return kOutput;
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172 }
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173
0
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174 technique Default
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175 {
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176 pass Opaque
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177 {
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178 vertexShader = compile vs_2_0 TexturedQuadVS();
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179 pixelShader = compile ps_2_0 TexturedQuadPS();
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180
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181 //ZEnable = true;
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182 //ZWriteEnable = true;
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183 //ZFunc = LessEqual;
0
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184
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185 AlphaBlendEnable = true;
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186 AlphaFunc = LessEqual;
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187 SrcBlend = SrcAlpha;
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188 DestBlend = InvSrcAlpha;
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189 }
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190 }
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191
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192 technique Color
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193 {
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194 pass Opaque
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195 {
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196 vertexShader = compile vs_2_0 TexturedQuadVS1();
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197 pixelShader = compile ps_2_0 TexturedQuadPS1();
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198
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199 ZEnable = true;
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200 ZWriteEnable = true;
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201 //ZFunc = LessEqual;
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202
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203 AlphaBlendEnable = true;
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204 AlphaFunc = LessEqual;
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205 SrcBlend = SrcAlpha;
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206 DestBlend = InvSrcAlpha;
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207 }
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208 }