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synced 2026-05-15 02:04:45 +08:00
HD lights rendering in interiors
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@@ -40,6 +40,23 @@ namespace CodeWalker.Rendering
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public uint SampleCount;//for MSAA
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public float SampleMult;//for MSAA
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}
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public struct DeferredLightInstVars
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{
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public Vector3 InstPosition;
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public float InstIntensity;
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public Vector3 InstColour;
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public float InstFalloff;
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public Vector3 InstDirection;
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public float InstFalloffExponent;
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public Vector3 InstTangentX;
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public float InstConeInnerAngle;
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public Vector3 InstTangentY;
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public float InstConeOuterAngle;
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public Vector3 InstCapsuleExtent;
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public uint InstType;
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public Vector3 InstCullingPlaneNormal;
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public float InstCullingPlaneOffset;
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}
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public struct DeferredSSAAPSVars
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{
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@@ -70,6 +87,9 @@ namespace CodeWalker.Rendering
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VertexShader LodLightVS;
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PixelShader LodLightPS;
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PixelShader LodLightMSPS;
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VertexShader LightVS;
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PixelShader LightPS;
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PixelShader LightMSPS;
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UnitCone LightCone;
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UnitSphere LightSphere;
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UnitCapsule LightCapsule;
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@@ -79,6 +99,7 @@ namespace CodeWalker.Rendering
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GpuVarsBuffer<DeferredLightVSVars> LightVSVars;
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GpuVarsBuffer<DeferredLightPSVars> LightPSVars;
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GpuVarsBuffer<DeferredLightInstVars> LightInstVars;
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@@ -113,6 +134,9 @@ namespace CodeWalker.Rendering
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byte[] bLodLightVS = File.ReadAllBytes("Shaders\\LodLightsVS.cso");
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byte[] bLodLightPS = File.ReadAllBytes("Shaders\\LodLightsPS.cso");
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byte[] bLodLightMSPS = File.ReadAllBytes("Shaders\\LodLightsPS_MS.cso");
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byte[] bLightVS = File.ReadAllBytes("Shaders\\LightVS.cso");
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byte[] bLightPS = File.ReadAllBytes("Shaders\\LightPS.cso");
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byte[] bLightMSPS = File.ReadAllBytes("Shaders\\LightPS_MS.cso");
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byte[] bFinalVS = File.ReadAllBytes("Shaders\\PPFinalPassVS.cso");
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byte[] bSSAAPS = File.ReadAllBytes("Shaders\\PPSSAAPS.cso");
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@@ -120,12 +144,15 @@ namespace CodeWalker.Rendering
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DirLightPS = new PixelShader(device, bDirLightPS);
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LodLightVS = new VertexShader(device, bLodLightVS);
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LodLightPS = new PixelShader(device, bLodLightPS);
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LightVS = new VertexShader(device, bLightVS);
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LightPS = new PixelShader(device, bLightPS);
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try
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{
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//error could happen here if the device isn't supporting feature level 10.1
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DirLightMSPS = new PixelShader(device, bDirLightMSPS);
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LodLightMSPS = new PixelShader(device, bLodLightMSPS);
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LightMSPS = new PixelShader(device, bLightMSPS);
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}
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catch
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{
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@@ -145,6 +172,7 @@ namespace CodeWalker.Rendering
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LightVSVars = new GpuVarsBuffer<DeferredLightVSVars>(device);
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LightPSVars = new GpuVarsBuffer<DeferredLightPSVars>(device);
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LightInstVars = new GpuVarsBuffer<DeferredLightInstVars>(device);
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FinalVS = new VertexShader(device, bFinalVS);
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@@ -190,6 +218,11 @@ namespace CodeWalker.Rendering
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LightPSVars.Dispose();
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LightPSVars = null;
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}
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if (LightInstVars != null)
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{
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LightInstVars.Dispose();
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LightInstVars = null;
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}
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if (LightQuadLayout != null)
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{
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LightQuadLayout.Dispose();
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@@ -245,6 +278,21 @@ namespace CodeWalker.Rendering
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LodLightVS.Dispose();
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LodLightVS = null;
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}
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if (LightPS != null)
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{
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LightPS.Dispose();
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LightPS = null;
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}
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if (LightMSPS != null)
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{
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LightMSPS.Dispose();
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LightMSPS = null;
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}
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if (LightVS != null)
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{
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LightVS.Dispose();
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LightVS = null;
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}
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if (SSAAPSVars != null)
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{
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SSAAPSVars.Dispose();
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@@ -376,7 +424,6 @@ namespace CodeWalker.Rendering
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context.PixelShader.SetSamplers(0, null, null);
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}
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public void RenderLights(DeviceContext context, Camera camera, List<RenderableLODLights> lodlights)
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{
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//instanced rendering of all other lights, using appropriate shapes
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@@ -456,8 +503,90 @@ namespace CodeWalker.Rendering
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context.PixelShader.SetSamplers(0, null, null);
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}
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public void RenderLights(DeviceContext context, Camera camera, List<RenderableLightInst> lights)
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{
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//instanced rendering of all other lights, using appropriate shapes
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//blend mode: additive
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var ps = (MSAASampleCount > 1) ? LightMSPS : LightPS;
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context.VertexShader.Set(LightVS);
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context.PixelShader.Set(ps);
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LightVSVars.Vars.ViewProj = Matrix.Transpose(camera.ViewProjMatrix);
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LightVSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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LightVSVars.Vars.LightType = 0;
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LightVSVars.Vars.IsLOD = 0;
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LightVSVars.Vars.Pad0 = 0;
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LightVSVars.Vars.Pad1 = 0;
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LightVSVars.Update(context);
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LightVSVars.SetVSCBuffer(context, 0);
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LightPSVars.Vars.ViewProjInv = Matrix.Transpose(camera.ViewProjInvMatrix);
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LightPSVars.Vars.CameraPos = new Vector4(camera.Position, 0.0f);
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LightPSVars.Vars.EnableShadows = 0;
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LightPSVars.Vars.RenderMode = 0;
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LightPSVars.Vars.RenderModeIndex = 1;
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LightPSVars.Vars.RenderSamplerCoord = 0;
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LightPSVars.Vars.LightType = 0;
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LightPSVars.Vars.IsLOD = 0;
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LightPSVars.Vars.SampleCount = (uint)MSAASampleCount;
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LightPSVars.Vars.SampleMult = 1.0f / MSAASampleCount;
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LightPSVars.Update(context);
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LightPSVars.SetPSCBuffer(context, 0);
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context.PixelShader.SetShaderResources(0, GBuffers.DepthSRV);
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context.PixelShader.SetShaderResources(2, GBuffers.SRVs);
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for (int i = 0; i < lights.Count; i++)
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{
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var li = lights[i];
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var rl = li.Light;
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LightInstVars.Vars.InstPosition = li.EntityPosition + li.EntityRotation.Multiply(rl.Position) - camera.Position;
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LightInstVars.Vars.InstDirection = li.EntityRotation.Multiply(rl.Direction);
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LightInstVars.Vars.InstTangentX = li.EntityRotation.Multiply(rl.TangentX);
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LightInstVars.Vars.InstTangentY = li.EntityRotation.Multiply(rl.TangentY);
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LightInstVars.Vars.InstCapsuleExtent = li.EntityRotation.Multiply(rl.CapsuleExtent);
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LightInstVars.Vars.InstCullingPlaneNormal = li.EntityRotation.Multiply(rl.CullingPlaneNormal);
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LightInstVars.Vars.InstColour = rl.Colour;
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LightInstVars.Vars.InstIntensity = rl.Intensity;
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LightInstVars.Vars.InstFalloff = rl.Falloff;
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LightInstVars.Vars.InstFalloffExponent = rl.FalloffExponent;
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LightInstVars.Vars.InstConeInnerAngle = rl.ConeInnerAngle;
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LightInstVars.Vars.InstConeOuterAngle = rl.ConeOuterAngle;
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LightInstVars.Vars.InstType = (uint)rl.Type;
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LightInstVars.Vars.InstCullingPlaneOffset = rl.CullingPlaneOffset;
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LightInstVars.Update(context);
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LightInstVars.SetVSCBuffer(context, 1);
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LightInstVars.SetPSCBuffer(context, 2);
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switch (rl.Type)
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{
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case LightType.Point:
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LightSphere.Draw(context);
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break;
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case LightType.Spot:
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LightCone.Draw(context);
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break;
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case LightType.Capsule:
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LightCapsule.Draw(context);
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break;
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default:
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break;
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}
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}
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context.VertexShader.Set(null);
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context.PixelShader.Set(null);
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context.PixelShader.SetShaderResources(0, null, null, null);
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context.PixelShader.SetSamplers(0, null, null);
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}
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public void SSAAPass(DeviceContext context)
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{
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