📄 ps_best.fx
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float4 PS_BestGene(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
if(tex2D(ColorMapSamplerBestFit,Tex).r > tex2D(ColorMapSamplerBestFitSave,Tex).r)
{
float2 GenePos = tex2D(ColorMapSamplerBestFit,Tex).gb;
return tex2D(ColorMapSamplerGene,GenePos);
}
else
{
return tex2D(ColorMapSamplerBestGene,Tex);
}
}
technique TShader_BestGene
{
pass P0
{
Sampler[0] = (ColorMapSamplerGene);
Sampler[1] = (ColorMapSamplerBestGene);
Sampler[2] = (ColorMapSamplerBestFit);
Sampler[3] = (ColorMapSamplerBestFitSave);
PixelShader = compile ps_3_0 PS_BestGene();
}
}
float4 PS_BestFit(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
if(tex2D(ColorMapSamplerBestFit,Tex).r > tex2D(ColorMapSamplerBestFitSave,Tex).r)
{
return tex2D(ColorMapSamplerBestFit,Tex);
}
else
{
return tex2D(ColorMapSamplerBestFitSave,Tex);
}
//return float4(0,0,0,0);
}
technique TShader_BestFit
{
pass P0
{
Sampler[0] = (ColorMapSamplerBestFit);
Sampler[1] = (ColorMapSamplerBestFitSave);
PixelShader = compile ps_3_0 PS_BestFit();
}
}
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