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															+uniform float4x4 ViewProj; 
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															+uniform float4x4 color_matrix; 
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															+uniform float3 color_range_min = {0.0, 0.0, 0.0}; 
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															+uniform float3 color_range_max = {1.0, 1.0, 1.0}; 
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															+uniform float2 base_dimension_i; 
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															+uniform texture2d image; 
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															+sampler_state def_sampler { 
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															+	Filter   = Linear; 
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															+	AddressU = Clamp; 
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															+	AddressV = Clamp; 
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															+}; 
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															+struct VertInOut { 
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															+	float4 pos : POSITION; 
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															+	float2 uv  : TEXCOORD0; 
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															+}; 
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															+ 
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															+VertInOut VSDefault(VertInOut vert_in) 
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															+{ 
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															+	VertInOut vert_out; 
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															+	vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); 
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															+	vert_out.uv  = vert_in.uv; 
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															+	return vert_out; 
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															+} 
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															+ 
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															+float4 PSDrawAreaRGBA(VertInOut vert_in) : TARGET 
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															+{ 
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															+	float4 totalcolor = float4(0.0, 0.0, 0.0, 0.0); 
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															+ 
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															+	const float2 uv = vert_in.uv; 
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															+	const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y)); 
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															+ 
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															+	const float2 uvhalfdelta = 0.5 * uvdelta; 
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															+	const float2 uvmin = uv - uvhalfdelta; 
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															+	const float2 uvmax = uv + uvhalfdelta; 
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															+ 
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															+	const int2 loadindexmin = int2(uvmin / base_dimension_i); 
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															+	const int2 loadindexmax = int2(uvmax / base_dimension_i); 
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															+ 
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															+	const float2 targetpos = uv / uvdelta; 
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															+	const float2 targetposleft = targetpos - 0.5; 
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															+	const float2 targetposright = targetpos + 0.5; 
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															+	for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy) 
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															+	{ 
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															+		for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx) 
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															+		{ 
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															+			const float2 loadindex = float2(loadindexx, loadindexy); 
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															+			const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i; 
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															+			const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i; 
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															+			const float2 targetmin = max(potentialtargetmin, targetposleft); 
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															+			const float2 targetmax = min(potentialtargetmax, targetposright); 
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															+			const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y); 
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															+			const float4 sample = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0); 
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															+			totalcolor += area * float4(sample.rgb * sample.a, sample.a); 
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															+		} 
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															+	} 
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															+ 
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															+	return float4(totalcolor.rgb / totalcolor.a, totalcolor.a); 
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															+} 
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															+ 
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															+float3 ConvertFromYuv(float3 yuv) 
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															+{ 
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															+	yuv = clamp(yuv, color_range_min, color_range_max); 
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															+	return saturate(mul(float4(yuv, 1.0), color_matrix)).rgb; 
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															+} 
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															+ 
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															+float4 PSDrawAreaMatrix(VertInOut vert_in) : TARGET 
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															+{ 
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															+	float3 totalcolor = float3(0.0, 0.0, 0.0); 
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															+ 
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															+	const float2 uv = vert_in.uv; 
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															+	const float2 uvdelta = float2(ddx(uv.x), ddy(uv.y)); 
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															+ 
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															+	const float2 uvhalfdelta = 0.5 * uvdelta; 
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															+	const float2 uvmin = uv - uvhalfdelta; 
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															+	const float2 uvmax = uv + uvhalfdelta; 
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															+ 
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															+	const int2 loadindexmin = int2(uvmin / base_dimension_i); 
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															+	const int2 loadindexmax = int2(uvmax / base_dimension_i); 
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															+ 
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															+	const float2 targetpos = uv / uvdelta; 
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															+	const float2 targetposleft = targetpos - 0.5; 
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															+	const float2 targetposright = targetpos + 0.5; 
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															+	for (int loadindexy = loadindexmin.y; loadindexy <= loadindexmax.y; ++loadindexy) 
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															+	{ 
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															+		for (int loadindexx = loadindexmin.x; loadindexx <= loadindexmax.x; ++loadindexx) 
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															+		{ 
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															+			const float2 loadindex = float2(loadindexx, loadindexy); 
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															+			const float2 potentialtargetmin = loadindex / uvdelta * base_dimension_i; 
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															+			const float2 potentialtargetmax = (loadindex + 1.0) / uvdelta * base_dimension_i; 
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															+			const float2 targetmin = max(potentialtargetmin, targetposleft); 
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															+			const float2 targetmax = min(potentialtargetmax, targetposright); 
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															+			const float area = (targetmax.x - targetmin.x) * (targetmax.y - targetmin.y); 
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															+			const float3 yuv = image.SampleLevel(def_sampler, (loadindex + 0.5) * base_dimension_i, 0.0).xyz; 
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															+			totalcolor += area * ConvertFromYuv(yuv); 
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															+		} 
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															+	} 
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															+ 
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															+	return float4(totalcolor, 1.0); 
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															+} 
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															+ 
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															+technique Draw 
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															+{ 
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															+	pass 
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															+	{ 
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															+		vertex_shader = VSDefault(vert_in); 
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															+		pixel_shader  = PSDrawAreaRGBA(vert_in); 
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															+	} 
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															+} 
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															+ 
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															+technique DrawMatrix 
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															+{ 
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															+	pass 
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															+	{ 
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															+		vertex_shader = VSDefault(vert_in); 
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															+		pixel_shader  = PSDrawAreaMatrix(vert_in); 
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															+	} 
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															+} 
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