📄 ps_fit.fx
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float4 PS_Fit_1(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
float4 varible14 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene1,Tex) * 0.0000596046483281045;
float4 varible58 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene2,Tex) * 0.0000596046483281045;
float4 tempFit4 = pow(varible14 , 2) + pow(varible58 , 2);
float Fit = mul(tempFit4,mat);
return float4(Fit , Tex.x , Tex.y , 0);
}
technique TShader_Fit_1
{
pass P0
{
Sampler[0] = (ColorMapSamplerGene1);
Sampler[1] = (ColorMapSamplerGene2);
PixelShader = compile ps_2_0 PS_Fit_1();
}
}
float4 PS_Fit_2(float2 pos: TEXCOORD0) : COLOR
{
float2 Tex = pos + float2(0.0019607843 , 0.0019607843);
float4 varible14 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene1,Tex) * 0.0000596046483281045;
float4 varible58 = float4(-500.0 , -500.0 , -500.0 , -500.0) + tex2D(ColorMapSamplerGene2,Tex) * 0.0000596046483281045;
float4 tempFit4 = sin(sqrt(abs(varible14))) + sin(sqrt(abs(varible58)));
float Fit = mul(tempFit4,mat);
return float4(Fit , Tex.x , Tex.y , 0);
}
technique TShader_Fit_2
{
pass P0
{
Sampler[0] = (ColorMapSamplerGene1);
Sampler[1] = (ColorMapSamplerGene2);
PixelShader = compile ps_2_0 PS_Fit_2();
}
}
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