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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
CTYPE Sample(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), float2 UV)
{
float2 ScaledUV = ClampAndScaleUVForPoint(UV);
return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, _InputTextureSampler, ScaledUV, 0).CTYPE_SWIZZLE;
}
CTYPE Nearest(TEXTURE2D_X(_InputTexture), float2 UV)
{
return Sample(TEXTURE2D_X_ARGS(_InputTexture, s_point_clamp_sampler), UV);
}
CTYPE CatmullRomFourSamples(TEXTURE2D_X(_InputTexture), float2 UV)
{
float2 TexSize = _ScreenSize.xy * rcp(_RTHandleScale.xy);
float4 bicubicWnd = float4(TexSize, 1.0 / (TexSize));
return SampleTexture2DBicubic( TEXTURE2D_X_ARGS(_InputTexture, s_linear_clamp_sampler),
UV * _RTHandleScale.xy,
bicubicWnd,
(1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy,
unity_StereoEyeIndex).CTYPE_SWIZZLE;
}