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📄 ps_fit.fx

📁 about the basic GA in the VC++ using GPU to
💻 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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