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@ -822,7 +822,7 @@ FfxFloat32x3 LoadOpaqueOnly(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
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#endif |
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#if defined(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR) |
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Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_PRE_ALPHA_COLOR); |
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Texture2D<float3> r_input_prev_color_pre_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREV_PRE_ALPHA_COLOR); |
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FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
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{ |
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@ -831,7 +831,7 @@ FfxFloat32x3 LoadPrevPreAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
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#endif |
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#if defined(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR) |
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Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FFX_FSR3UPSCALER_RESOURCE_IDENTIFIER_PREV_POST_ALPHA_COLOR); |
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Texture2D<float3> r_input_prev_color_post_alpha : FFX_FSR3UPSCALER_DECLARE_SRV(FSR3UPSCALER_BIND_SRV_PREV_POST_ALPHA_COLOR); |
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FfxFloat32x3 LoadPrevPostAlpha(FFX_PARAMETER_IN FFX_MIN16_I2 iPxPos) |
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{ |
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