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RaiseFailFastExceptionRtlDllShutdownInProgress%wswilstd::exception: %hsinternal\sdk\inc\wil/resource.h_p0WilError_02Local\SM0:%d:%d:%hsܝ-9CN޷VXWindows.Foundation.PropertyValue:2NN+leDQ6Fۛb2OXAlphaMask =  * .a;Invalid animatable property mapping.string too longCoefficientsClampOutputArithComp.x *  + .y * .z * .w; = saturate();InterpolationModeBorderModeTransformMatrixSharpnessXFormAffineTransform2D's source must be a source parameter.;ModeBlendMultiplyScreenDarkenLightenColorBurnLinearBurnDarkerColorLighterColorColorDodgeLinearDodgeOverlaySoftLightHardLightVividLightLinearLightPinLightHardMixDifferenceExclusionHueSaturationColorLuminositySubtractDivisionUnsupported blend mode.D2DBlend.hlsl.rgb = D2DBlendRgb(, .a = D2DBlendAlpha(.a, .a);ExtendXExtendYBorderUnsupported BorderEffect edge mode.BorderEffect's source must be a source parameter.ColorMatrixAlphaModeColorMatrixEffectUnsupported alpha mode.ColorMatrix4x4ColorOffsetD2DColorMatrix.hlslD2DColorMatrixPremultipliedD2DColorMatrixStraight(ContrastClampInputD2DContrast.hlsl = D2DContrast(PSBodyCompositeSourceOverDestinationOverSourceInDestinationInSourceOutDestinationOutSourceAtopDestinationAtopXorPlusSourceCopyMaskInvertUnsupported composite mode.D2DComposite.hlsl = D2DCompositeWeightCrossFadelerp(d3dcompiler_47.dllD3DReflectLibraryD3DCompileAzimuthElevationDiffuseAmountHeightMapScaleLightColorHeightMapKernelSizeHeightMapInterpolationModeDistantDiffuseLightVectorc_defaultSurfaceNormalD2DLighting.hlsl = D2DDistantDiffuse(SpecularExponentSpecularAmountDistantSpecular = D2DDistantSpecular(Invalid float valueCommon.hlslXYZ_Light0SpaceNormalXYZ_Light0SpaceXYZ_Light1SpaceNormalXYZ_Light1SpaceOutput_Normal_TangentSpaceWhiteNoise_XYreturn sample// Non-finite floating-point value.)Unexpected effect input type.onecoreuap\windows\dwm\effects\compiler\effectgenerator.cpplib_4_0_level_9_3_ps_onlyPixelShader.hlslinvalid vector<T> subscriptvector<T> too longO8T>[K`0˶Unexpected effect property value.%fConecoreuap\windows\dwm\effects\compiler\effectinstance.cppExposureValueExposureMultiplier = minfloat4(.rgb * Unsupported effect type.Invalid number of sources.No more than three graph source parameters with white noise effect are supported.A graph source parameter with a transform can only be used once.A graph source parameter with a border effect can only be used once.No more than four graph source parameters are supported.onecoreuap\windows\dwm\effects\compiler\flattenedeffectgraph.cppEffect is too complex.NoneString exceeds expected maximum length.onecoreuap\windows\dwm\effects\compiler\buffer.hInvalid effect input.FloodRedAmplitudeRedExponentRedOffsetRedDisableGreenAmplitudeGreenExponentGreenOffsetGreenDisableBlueAmplitudeBlueExponentBlueOffsetBlueDisableAlphaAmplitudeAlphaExponentAlphaOffsetAlphaDisableGammaXfer = UnPremultiply(,rgba * pow(abs() +  = Premultiply(BlurAmountEffectOptimizationGaussianBlurInvalid blur border mode.onecoreuap\windows\dwm\effects\compiler\graphicseffectgraphtraversal.cppSceneLightingEffect cannot be a source to GaussianBlurEffect.Non-tree shaped effect graph.Null effect input.Malformed effect name.Duplicate effect name.Malformed named input name.Unsupported effect property type.Unexpected property type.Property value out of boundsNull animatable property name.Multiply defined animatable property.Malformed animatable property name.Animatable property refers to an effect not in the graph.Specified property does not exist or cannot be animated.Specified property cannot be animated.Multiple animatable properties animate the same value.list<T> too longs/hD10/qwGrayscaleD2DSaturation.hlsl = D2DGrayscale(AngleHueRotationMatrixmul(UnPremultiply(),));Invert = Premultiply(minfloat4(1 - UnPremultiply().rgb, .a));RedSlopeGreenSlopeBlueSlopeAlphaSlopeLinearXferLuminanceToAlphaD2DLuminanceToAlpha.hlsl = D2DLuminanceToAlpha(OpacityPSConstants    row_major  : packoffset(cxyzwout const // Copyright (C) Microsoft. All rights reserved.// Generated file, do not edit.#include "cbuffer  : register(b0)export minfloat4 lpkgUnexpected variable scope._minfloatminfloat2minfloat3minfloat4minfloat3x2minfloat4x4LightPositionPointDiffuse = D2DPointDiffuse(.xyz, PointSpecular = D2DPointSpecular( = D2DSaturation(AmbientAmountSpecularShineReflectanceModelSceneLightingc_defaultNormalHeight = SceneLightingParameters(10R^ѕOZdKjIntensitySepiaD2DSepia.hlslD2DSepiaPremultipliedD2DSepiaStraight↯-jLZתeFLightTargetFocusLimitingConeAngleSpotDiffuseLightTargetVectorLightCosConeAngle = D2DSpotDiffuse(SpotSpecular = D2DSpotSpecular(TemperatureTintTempTintGains.r * .x,.g,.b * .y,a8>>y@y.8>">s'79>s>隉ŧ7.s:>jي>7R;>R>'8
K<>ލ>KQ8`=>w>{8>>m>¾̒8?>ǒ>Ѿŧ8TA>v>b8?B>-&>/8wJG>iR>o9/iL>P>g4RI9-R>[>XY479|~X>o>aTQ9M_>|~>k9<f>+5>o9n>>jݿ-9u>/>RI9}>o>Zd9>>г=49+>X9>5e9-[>H>'9G>|'>	9PǓ>۶>=9>i>+	l	9/>ط>/5o:[>'>Jz'	:>W`>-:R>>{#™:>Ĕ>fRI:deque<T> too longFrequencyOffsetWhiteNoiseNoise.hlsl = WhiteNoise(RaH'bad allocationkernel32.dllWerRegisterMemoryBlock-DBreak, Go (continue), terminate Process, or terminate Thread (bgpt)? Function: 
*** Assertion failed: %ls%ls%ls
***   %s%ls%sSource: `%ls:%ld`

(No kernel debugger is present.) Respond with:
  g                    -- Go (continue)
  eb 0x%p 'p';g  -- terminate Process
  eb 0x%p 't';g  -- terminate Thread
 or regular debugging.
'i' is only supported with debug builds.
Unrecognized response.
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D2DBLEND.HLSLD2DBORDER.HLSLD2DCOLORMATRIX.HLSLD2DCOMPOSITE.HLSLD2DCONTRAST.HLSLD2DLIGHTING.HLSLD2DLUMINANCETOALPHA.HLSLD2DSATURATION.HLSL
D2DSEPIA.HLSL
NOISE.HLSL// Copyright (C) Microsoft. All rights reserved.

// HLSL implementation of D2D blend functions.
// See: http://msdn.microsoft.com/en-us/library/windows/desktop/hh706313.aspx

#if !defined(COMMON_HLSL)
#define COMMON_HLSL

// Macro for minimum-precision types (min10float, min16float)
#if defined(MINP_PREFIX)
#   define minp(type) MINP_PREFIX##type
#else
#   define minp(type) type
#endif

#define minfloat minp(float)
#define minfloat2 minp(float2)
#define minfloat3 minp(float3)
#define minfloat4 minp(float4)
#define minfloat2x2 minp(float2x2)
#define minfloat3x2 minp(float3x2)
#define minfloat3x3 minp(float3x3)
#define minfloat4x4 minp(float4x4)

// Alpha premultiplication and un-premultiplication
minfloat4 Premultiply(minfloat4 color)
{
    color.rgb *= color.a;
    return color;
}

minfloat4 UnPremultiply(minfloat4 color)
{
    // We follow D2D's way of handling alpha = 0
    color.rgb = (color.a == 0) ? float3(0, 0, 0) : (color.rgb / color.a);
    return color;
}

#endif// Copyright (C) Microsoft. All rights reserved.

// HLSL implementation of D2D blend functions.
// See: http://msdn.microsoft.com/en-us/library/windows/desktop/hh706313.aspx

#include "Common.hlsl"

// Helpers

inline minfloat D2DBlendGetLuminosity(minfloat3 color)
{
    return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
}

inline minfloat D2DBlendSafeDivision(minfloat f, minfloat b)
{
    if (f == 0)
    {
        return b == 0 ? 0 : 1;
    }
    else
    {
        return b / f;
    }
}

inline minfloat D2DBlendAlpha(minfloat f, minfloat b)
{
    // O_A = F_A * (1 - B_A) + B_A
    return f + b - f * b;
}

inline minfloat3 D2DBlendBasicRgb(minfloat4 f, minfloat4 b, minfloat3 func)
{
    // O_PRGB = f(F_RGB, B_RGB) * F_A * B_A + F_RGB * F_A * (1 - B_A) + B_RGB * B_A * (1 - F_A) 
    return saturate(func * f.a * b.a
        + f.rgb * f.a * (1 - b.a)
        + b.rgb * b.a * (1 - f.a));
}

// This function applies the provided luminosity value to the dest, replacing dest's luminosity.
// We pass in destSat as an optimization, so we don't need to recalculate it:
inline minfloat3 D2DBlendApplySourceLumToDest(minfloat3 dest, minfloat destSat, minfloat sourceLum)
{
    minfloat destLum = D2DBlendGetLuminosity(dest);

    minfloat lumDifference = sourceLum - destLum;

    minfloat3 color = dest + lumDifference.xxx;

    minfloat factor1 = destSat - destLum;
    minfloat factor2 = 1 - sourceLum;

    return lerp(sourceLum + (((color - sourceLum.xxx) * sourceLum) / destLum),
        lerp(sourceLum + (((color - sourceLum.xxx) * factor2) / factor1),
        color,
        step(factor1, factor2)),
        step(0, lumDifference));
}

// This function generates a new RGB output, taking its hue, saturation, and luminosity from the three RGB inputs.
inline minfloat3 D2DBlendApplyHueSatLum(minfloat3 hueSource, minfloat3 satSource, minfloat3 lumSource, minfloat3 lumFallback)
{
    //
    // We need to calculate the min and max of the hueSource and satSource. To save instructions, pack
    // these two values into vectors, allowing for the comparisons for both to be done in parallel.
    //
    minfloat2 red = minfloat2(hueSource.r, satSource.r);
    minfloat2 green = minfloat2(hueSource.g, satSource.g);
    minfloat2 blue = minfloat2(hueSource.b, satSource.b);

    minfloat2 minSD = min(red, min(green, blue));
    minfloat2 maxSD = max(red, max(green, blue));
    minfloat destSat = maxSD.y - minSD.y;
    minfloat sourceMax = maxSD.x;
    minfloat sourceMin = minSD.x;

    // We need to figure out which componenet contributed to the max value. We do this by
    // calculating floor(1 - (max - source)), which will result in a unit vector with a value
    // of one for the source's max component.
    const minfloat3 vectorOneMin = minfloat3(1, 1, 1);
    minfloat3 sourceMaxVector = floor(vectorOneMin - (sourceMax.xxx - hueSource));

    // Similar calculation for min:
    minfloat3 sourceMinVector = floor(vectorOneMin - (hueSource - sourceMin.xxx));

    // If we had a tie for max or min, we want to disambiguate. It doesn't matter which value we
    // pick as the tie breaker, so we use saturate(sourceMaxVector.rgb - sourceMaxVector.gbr),
    // which guarauntees only one component has a 1:
    sourceMaxVector = saturate(sourceMaxVector - sourceMaxVector.gbr);
    sourceMinVector = saturate(sourceMinVector - sourceMinVector.gbr);

    // We can calculate the mid-value vector and value once the min and max vector are known:
    minfloat3 sourceMidVector = vectorOneMin - sourceMaxVector - sourceMinVector;
    minfloat sourceMid = dot(sourceMidVector, hueSource);

    // color is our output value:
    minfloat3 color = minfloat3(0, 0, 0);

    // This is just trying to do (sourceMax - sourceMin) > 0 && destSat > 0, but that takes too many
    // instructions, so we do the following instead:
    if ((sourceMax - sourceMin) * destSat > 0)
    {
        color += sourceMidVector * ((sourceMid - sourceMin) / (sourceMax - sourceMin));
        color += sourceMaxVector;
        color *= destSat;

        color = D2DBlendApplySourceLumToDest(color, destSat, D2DBlendGetLuminosity(lumSource));
    }
    else
    {
        color = D2DBlendGetLuminosity(lumFallback).xxx;
    }

    return color;
}


//-----------------------------------------------
// Blend functions, in order of reference webpage

inline minfloat3 D2DBlendDarkenRgb(minfloat4 f, minfloat4 b)
{
    // Does not need alpha unpremultiplication
    return min((1 - f.a) * b.rgb + f.rgb, (1 - b.a) * f.rgb + b.rgb);
}

inline minfloat3 D2DBlendMultiplyRgb(minfloat4 f, minfloat4 b)
{
    return D2DBlendBasicRgb(f, b, UnPremultiply(f).rgb * UnPremultiply(b).rgb);
}

inline minfloat3 D2DBlendColorBurnRgb(minfloat4 f, minfloat4 b)
{
    // This accomplishes the following without branching (14 instructions vs. 20):
    //
    // if (source == 1)         return 1;
    // if (source + dest <= 1)  return 0;
    // else                     return 1 - ((1 - dest) / source)

    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;

    minfloat3 color = uf + ub - 1;
    
    // note: it is ok if some colorU channels are zero because those failed quotients will not be chosen below
    minfloat3 color2 = color / uf;

    [unroll]
    for (int i = 0; i < 3; i++)
    {
        color[i] = (b[i] >= 1.0) ? 1.0 : (color[i] > 0.0) ? color2[i] : 0.0;
    }

    return D2DBlendBasicRgb(f, b, saturate(color));
}

inline minfloat3 D2DBlendLinearBurnRgb(minfloat4 f, minfloat4 b)
{
    return D2DBlendBasicRgb(f, b, saturate(UnPremultiply(f).rgb + UnPremultiply(b).rgb - 1));
}

inline minfloat3 D2DBlendDarkerColorRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendGetLuminosity(uf) < D2DBlendGetLuminosity(ub) ? uf : ub;
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendLightenRgb(minfloat4 f, minfloat4 b)
{
    // Does not need alpha unpremultiplication
    minfloat3 color = max((1 - f.a) * b.rgb + f.rgb, (1 - b.a) * f.rgb + b.rgb);
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendScreenRgb(minfloat4 f, minfloat4 b)
{
    // Does not need alpha unpremultiplication
    return f.rgb * (1 - b.rgb) + b.rgb;
}

inline minfloat D2DBlendColorDodgeComponent(minfloat f, minfloat b)
{
    return (f < 1.0) ? (b / (1.0 - f)) : ceil(b);
}

inline minfloat3 D2DBlendColorDodgeRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = minfloat3(
        D2DBlendColorDodgeComponent(uf.r, ub.r),
        D2DBlendColorDodgeComponent(uf.g, ub.g),
        D2DBlendColorDodgeComponent(uf.b, ub.b));
    return D2DBlendBasicRgb(f, b, saturate(color));
}

inline minfloat3 D2DBlendLinearDodgeRgb(minfloat4 f, minfloat4 b)
{
    return D2DBlendBasicRgb(f, b, saturate(UnPremultiply(f).rgb + UnPremultiply(b).rgb));
}

inline minfloat3 D2DBlendLighterColorRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendGetLuminosity(uf) > D2DBlendGetLuminosity(ub) ? uf : ub;
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendOverlayRgb(minfloat4 f, minfloat4 b)
{
    // This accomplishes the following without branching:
    //
    // if (dest < 0.5)  return 2 * source * dest;
    // else             return 1 - 2 * (1 - source) * (1 - dest);
    
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = lerp(2 * uf * ub, 2 * lerp(uf, 1, ub) - 1, round(ub));
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendSoftLightRgb(minfloat4 f, minfloat4 b)
{
    // This accomplishes the following without branching:
    //
    // if (source < 0.5)  return dest * (1 + (1 - dest) * (2 * source - 1))
    // if (dest <= 9/64)   return ((9 * g_vectorOneMin16 - 18 * source) * dest + 5.76 * source - 1.88 * g_vectorOneMin16) * dest;
    // else               return dest + (sqrt(dest) - dest) * (2 * source - g_vectorOneMin16);
    //
    // lerp is used to simulate if/else conditions.

    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;

    minfloat3 color = lerp(ub * (1 + (1 - ub) * (2 * uf - 1)),
        lerp(((9 - 18 * uf) * ub + 5.76 * uf - 1.88) * ub,
        ub + (sqrt(ub) - ub) * (2 * uf - 1),
        round(ub + (0.359375 - 0.001))), round(uf));
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendHardLightRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = lerp(2 * ub * uf, 2 * lerp(ub, 1, uf) - 1, round(uf));
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat D2DBlendVividLightComponent(minfloat f, minfloat b)
{
    minfloat c = f + 0.5 * (b - 1);
    return (f < 0.5)
        ? ((f > 0) ? (c / f) : 0)
        : ((f < 1) ? (0.5 * b / (1 - f)) : 1);
}

inline minfloat3 D2DBlendVividLightRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = minfloat3(
        D2DBlendVividLightComponent(uf.r, ub.r),
        D2DBlendVividLightComponent(uf.g, ub.g),
        D2DBlendVividLightComponent(uf.b, ub.b));
    return D2DBlendBasicRgb(f, b, saturate(color));
}

inline minfloat3 D2DBlendLinearLightRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 color = saturate(UnPremultiply(b).rgb + 2 * UnPremultiply(f).rgb - 1);
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendPinLightRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = lerp(min(ub, 2 * uf), max(ub, 2 * uf - 1), round(uf));
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat D2DBlendHardMixComponent(minfloat f, minfloat b)
{
    float sum = f + b;
    return sum < 0.999 ? 0
        : sum > 1.001 ? 1
        : b >= f ? 1
        : 0;
}

inline minfloat3 D2DBlendHardMixRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = minfloat3(
        D2DBlendHardMixComponent(uf.r, ub.r),
        D2DBlendHardMixComponent(uf.g, ub.g),
        D2DBlendHardMixComponent(uf.b, ub.b));
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendDifferenceRgb(minfloat4 f, minfloat4 b)
{
    return D2DBlendBasicRgb(f, b, abs(UnPremultiply(f).rgb - UnPremultiply(b).rgb));
}

inline minfloat3 D2DBlendExclusionRgb(minfloat4 f, minfloat4 b)
{
    // Does not need alpha unpremultiplication
    return f.rgb + b.rgb - 2 * f.rgb * b.rgb;
}

inline minfloat3 D2DBlendHueRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendApplyHueSatLum(f.rgb, ub.rgb, ub.rgb, ub.rgb);
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendSaturationRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendApplyHueSatLum(ub.rgb, uf.rgb, ub.rgb, ub.rgb);
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendColorRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendApplyHueSatLum(uf.rgb, uf.rgb, ub.rgb, ub.rgb);
    return D2DBlendBasicRgb(f, b, color);
}

inline minfloat3 D2DBlendLuminosityRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = D2DBlendApplyHueSatLum(ub.rgb, ub.rgb, uf.rgb, ub.rgb);
    return D2DBlendBasicRgb(f, b, color);
}

// TODO: Dissolve

inline minfloat3 D2DBlendSubtractRgb(minfloat4 f, minfloat4 b)
{
    return D2DBlendBasicRgb(f, b, saturate(UnPremultiply(b).rgb - UnPremultiply(f).rgb));
}

inline minfloat3 D2DBlendDivisionRgb(minfloat4 f, minfloat4 b)
{
    minfloat3 uf = UnPremultiply(f).rgb;
    minfloat3 ub = UnPremultiply(b).rgb;
    minfloat3 color = minfloat3(
        D2DBlendSafeDivision(uf.r, ub.r),
        D2DBlendSafeDivision(uf.g, ub.g),
        D2DBlendSafeDivision(uf.b, ub.b));
    return D2DBlendBasicRgb(f, b, color);
}// Copyright (C) Microsoft. All rights reserved.

float4 WrapUV4(float4 uv, float4 samplerData)
{
    float4 uvBounds = GetUVBoundsFromSamplerData(samplerData);

    float2 size = uvBounds.zw - uvBounds.xy;
    float2 min = uvBounds.xy;

    // If the signedMod is negative, we must fix it up to wrap it into
    // positive space.
    float4 signedMod = fmod(uv - min.xyxy, size.xyxy);
    float4 wrapped = lerp(signedMod + size.xyxy, signedMod, step(0, signedMod));

    return wrapped + min.xyxy; 
}

float2 WrapUV2(float2 uv, float4 samplerData)
{
    return WrapUV4(uv.xyxy, samplerData).xy;
}

export float2 BorderEffectClamp(float2 uv, float4 samplerData)
{
    float4 uvBounds = GetUVBoundsFromSamplerData(samplerData);

    return clamp(uv, uvBounds.xy, uvBounds.zw);
}

export float2 BorderEffectWrap(float2 uv, float4 samplerData)
{
    return WrapUV2(uv, samplerData);
}

export float2 BorderEffectWrapBilinear(float2 uv, float4 samplerData)
{
    // delay the wrapping until the sampling stage
    return uv;
}

export float2 BorderEffectMirror(float2 uv, float4 samplerData)
{
    float4 uvBounds = GetUVBoundsFromSamplerData(samplerData);

    float2 size = uvBounds.zw - uvBounds.xy;

    // We can just take the abs of the signedMod, as this mirrors around 0.
    float2 signedMod = fmod(uv - uvBounds.xy, size * 2);
    float2 wrapped = abs(signedMod);

    return uvBounds.zw - abs(wrapped - size);
}

// If clamping is not the same in both directions
export float2 BorderEffectCombine(float2 uvHorizontal, float2 uvVertical)
{
    return float2(uvHorizontal.x, uvVertical.y);
}

// returns 2 u coordinates, in x and z
//     and 2 v coordinates, in z and w.
// These coordinates can be used to sample the texture. The texture samples
// should then be weighted by the output weights.
float4 CalcWrappedUV(
    float2 uv,
    float4 samplerData,
    float4 samplerDataExt,
    out float2 weights
    )
{
    float2 textureSize = GetTextureSizeFromSamplerDataExt(samplerDataExt);
    float2 invTextureSize = GetInvTextureSizeFromSamplerDataExt(samplerDataExt);

    float2 uvTexture = uv * textureSize;
    float2 uvClosePixel = floor(uvTexture) + 0.5;
    float2 signedWeights = uvTexture - uvClosePixel;
    float2 uvFarPixel = uvClosePixel + sign(signedWeights);

    // The weights will be always be between 0 and 0.5. If they are 0, we should
    // use the close pixel, so we put the close pixel in xy.
    weights = abs(signedWeights);
    float4 uvs = float4(uvClosePixel, uvFarPixel) * invTextureSize.xyxy;

    return WrapUV4(uvs, samplerData);
}

float4 SampleWrappedTexture(
    Texture2D tex,
    SamplerState textureSampler,
    float2 uvs,
    float4 samplerData,
    float4 samplerDataExt
    )
{
    float2 weights;
    float4 uvsWrapped = CalcWrappedUV(uvs, samplerData, samplerDataExt, /*out*/ weights);

    float4 color0 = tex.Sample(textureSampler, uvsWrapped.xy);
    float4 color1 = tex.Sample(textureSampler, uvsWrapped.zy);
    float4 color2 = tex.Sample(textureSampler, uvsWrapped.xw);
    float4 color3 = tex.Sample(textureSampler, uvsWrapped.zw);

    return lerp(
        lerp(color0, color1, weights.x),
        lerp(color2, color3, weights.x),
        weights.y
        );
}

float4 SampleWrappedTextureUOnly(
    Texture2D tex,
    SamplerState textureSampler,
    float2 uvs,
    float4 samplerData,
    float4 samplerDataExt
    )
{
    float2 weights;
    float4 uvsWrapped = CalcWrappedUV(uvs, samplerData, samplerDataExt, /*out*/ weights);

    float4 color0 = tex.Sample(textureSampler, float2(uvsWrapped.x, uvs.y));
    float4 color1 = tex.Sample(textureSampler, float2(uvsWrapped.z, uvs.y));

    return lerp(color0, color1, weights.x);
}

float4 SampleWrappedTextureVOnly(
    Texture2D tex,
    SamplerState textureSampler,
    float2 uvs,
    float4 samplerData,
    float4 samplerDataExt
    )
{
    float2 weights;
    float4 uvsWrapped = CalcWrappedUV(uvs, samplerData, samplerDataExt, /*out*/ weights);

    float4 color0 = tex.Sample(textureSampler, float2(uvs.x, uvsWrapped.y));
    float4 color1 = tex.Sample(textureSampler, float2(uvs.x, uvsWrapped.w));

    return lerp(color0, color1, weights.y);
}
// Copyright (C) Microsoft. All rights reserved.

#include "Common.hlsl"

minfloat4 D2DColorMatrixStraight(minfloat4 color, minfloat4x4 colorMatrix4x4, minfloat4 colorOffset)
{
    return mul(color, colorMatrix4x4) + colorOffset;
}

minfloat4 D2DColorMatrixPremultiplied(minfloat4 color, minfloat4x4 colorMatrix4x4, minfloat4 colorOffset)
{
    return Premultiply(D2DColorMatrixStraight(UnPremultiply(color), colorMatrix4x4, colorOffset));
}
// Copyright (C) Microsoft. All rights reserved.

// HLSL implementation of D2D composite effect modes.
// See: http://msdn.microsoft.com/en-us/library/windows/desktop/hh706320.aspx

#include "Common.hlsl"

inline minfloat4 D2DCompositeSourceOver(minfloat4 src, minfloat4 dest)
{
    return src + (1 - src.a) * dest;
}

inline minfloat4 D2DCompositeDestinationOver(minfloat4 src, minfloat4 dest)
{
    return (1 - dest.a) * src + dest;
}

inline minfloat4 D2DCompositeSourceIn(minfloat4 src, minfloat4 dest)
{
    return dest.a * src;
}

inline minfloat4 D2DCompositeDestinationIn(minfloat4 src, minfloat4 dest)
{
    return src.a * dest;
}

inline minfloat4 D2DCompositeSourceOut(minfloat4 src, minfloat4 dest)
{
    return (1 - dest.a) * src;
}

inline minfloat4 D2DCompositeDestinationOut(minfloat4 src, minfloat4 dest)
{
    return (1 - src.a) * dest;
}

inline minfloat4 D2DCompositeSourceAtop(minfloat4 src, minfloat4 dest)
{
    return dest.a * src + (1 - src.a) * dest;
}

inline minfloat4 D2DCompositeDestinationAtop(minfloat4 src, minfloat4 dest)
{
    return (1 - dest.a) * src + src.a * dest;
}

inline minfloat4 D2DCompositeXor(minfloat4 src, minfloat4 dest)
{
    return (1 - dest.a) * src + (1 - src.a) * dest;
}

inline minfloat4 D2DCompositePlus(minfloat4 src, minfloat4 dest)
{
    return src + dest;
}

inline minfloat4 D2DCompositeSourceCopy(minfloat4 src, minfloat4 dest)
{
    return src;
}

// D2DCompositeBoundedSourceCopy not supported because we
// don't have a notion of input bounds.

inline minfloat4 D2DCompositeMaskInvert(minfloat4 src, minfloat4 dest)
{
    return (1 - dest.a) * src + (1 - src.a) * dest;
}// Copyright (C) Microsoft. All rights reserved.

#include "Common.hlsl"

minfloat4 D2DContrast(minfloat4 color, minfloat contrast)
{
    color = UnPremultiply(color);

    // (Math from D2D)
    // This builds two contiguous polynomials forming an 'S' shape
    // in the box from (0, 0) to (1, 1), and passing by (0.5, 0.5)
    
    // TODO: Do this up-front on the CPU (MSFT:3579391)
    float s = 1 - (3.0f / 4.0f) * contrast;
    float c2 = s - 1;
    float b2 = 4 - 3 * s;
    float a2 = 2 * c2;
    float b1 = s;
    float a1 = -a2;
    
    minfloat3 lowResult = color.rgb * (color.rgb * a1 + b1);
    minfloat3 highResult = color.rgb * (color.rgb * a2 + b2) + c2;
    
    // Use a single componentwise comparison to select per-channel results.
    color.rgb = (color.rgb < 0.5f) ? lowResult : highResult;
    
    return Premultiply(color);
}// Copyright (C) Microsoft. All rights reserved.

#if !defined(D2DLIGHTING_HLSL)
#define D2DLIGHTING_HLSL

#include "Common.hlsl"

// The default normal is <0,0,1>.
static const float3 c_defaultSurfaceNormal = float3(0.0f, 0.0f, 1.0f);
// This is the default normal encoded in premultiplied RGBA8888 for use in SceneLighting.
static const minfloat4 c_defaultNormalHeight = minfloat4(0.5f, 0.5f, 1.0f, 1.0f);

inline float3 GetSurfaceNormal(float4 normalHeight)
{
    normalHeight = UnPremultiply(normalHeight);
    float3 normal = normalize(normalHeight.xyz * 2 - 1);
    // Flip the Y axis, because the standard normal map tools assuming the Y
    // in texture coordinate is pointing up, but our Y are pointing down.
    normal.y = -normal.y;
    return normal;
}

// Not being used until we add functionality for image lighting with normals.
inline float GetSurfaceHeight(float4 normalHeight, float heightMapScale)
{
    return normalHeight.w * heightMapScale;
}

inline void PreparePointVectors(float3 pixelXY, float3 lightPosition,
    out float3 pixelPosition, out float3 lightVector)
{
    pixelPosition = float3(pixelXY.xy, 0.0f);
    lightVector = normalize(lightPosition - pixelPosition);
}

inline void PrepareSpotVectors(float3 pixelXY,
    float3 lightPosition, float3 lightTargetVector,
    float focus, float2 cosConeAngle,
    float3 lightColor, out float3 pixelPosition,
    out float3 lightVector, out float3 spotLightColor)
{
    pixelPosition = float3(pixelXY.xy, 0.0f);
    lightVector = normalize(lightPosition - pixelPosition);
    spotLightColor = lightColor;

    float cosDirection = saturate(dot(-lightVector, lightTargetVector));

    // Compute attenuated light color from the position and exponent
    spotLightColor *= pow(cosDirection, focus);

    // Then cut off the light based on the spotlight cone:
    //  - if the lightVector is in the inner cone, we'll get full power (1)
    //  - if the lightVector is in the outer cone, power will fade to 0
    //  - outside of the outer cone, power will be 0
    spotLightColor *= smoothstep(cosConeAngle.y, cosConeAngle.x, cosDirection);
}

inline float CalculateLitPixelDiffuse(minfloat3 surfaceNormal,
    minfloat3 lightVector)
{
    return max(dot(surfaceNormal, lightVector), 0);
}

inline float3 CalculateBlinnPhongLitPixelSpecularUnpremultiplied(minfloat3 surfaceNormal,
    minfloat3 lightVector, minfloat exponent, minfloat3 eyeVector)
{
    float3 output;
    if (dot(surfaceNormal, lightVector) > 0)
    {
        float3 halfVector = lightVector + eyeVector;
        halfVector = normalize(halfVector);

        float nDotH = max(dot(surfaceNormal, halfVector), 0);
        output = pow(nDotH, exponent);
    }
    else
    {
        output = 0;
    }

    return output;
}

inline float4 CalculateLitPixelSpecular(minfloat3 surfaceNormal,
    minfloat3 lightVector, minfloat exponent, minfloat amount,
    minfloat3 lightColor, minfloat3 eyeVector)
{
    float4 output;

    output.rgb = CalculateBlinnPhongLitPixelSpecularUnpremultiplied(surfaceNormal,
        lightVector, exponent, eyeVector) * amount * lightColor;

    // This computes a specular component, meant to be blended atop a diffuse layer,
    // so the alpha channel is not opaque
    output.a = max(output.r, max(output.g, output.b));

    // Premultiply the RGB channels
    output.rgb *= output.a;

    return output;
}

inline minfloat4 D2DDistantDiffuse(float3 surfaceNormal, minfloat3 lightVector,
            minfloat diffuseAmount, minfloat3 lightColor)
{
    return float4(CalculateLitPixelDiffuse(surfaceNormal, lightVector)
        * diffuseAmount * lightColor, 1);
}

inline minfloat4 D2DDistantSpecular(float3 surfaceNormal, minfloat3 lightVector,
            minfloat specularShine, minfloat specularAmount, minfloat3 lightColor)
{
    // use 0,0,1 for the eye vector since this function is used for Image Lighting
    return CalculateLitPixelSpecular(surfaceNormal, lightVector,
        specularShine, specularAmount, lightColor, minfloat3(0,0,1));
}

inline minfloat4 D2DPointDiffuse(float3 surfaceNormal, minfloat3 pixelXY,
            minfloat3 lightPosition, minfloat diffuseAmount,
            minfloat3 lightColor)
{
    float3 pixelPosition;
    float3 lightVector;
    PreparePointVectors(pixelXY, lightPosition,
        pixelPosition, lightVector);

    return float4(CalculateLitPixelDiffuse(surfaceNormal, lightVector)
        * diffuseAmount * lightColor, 1);
}

inline minfloat4 D2DPointSpecular(float3 surfaceNormal, minfloat3 pixelXY,
            minfloat3 lightPosition, minfloat specularShine, minfloat specularAmount,
            minfloat3 lightColor)
{
    float3 pixelPosition;
    float3 lightVector;
    PreparePointVectors(pixelXY, lightPosition,
        pixelPosition, lightVector);

    // use 0,0,1 for the eye vector since this function is used for Image Lighting
    return CalculateLitPixelSpecular(surfaceNormal, lightVector,
        specularShine, specularAmount, lightColor, minfloat3(0,0,1));
}

inline minfloat4 D2DSpotDiffuse(float3 surfaceNormal, minfloat3 pixelXY,
    minfloat3 lightPosition, minfloat3 lightTargetVector,
    minfloat focus, minfloat2 cosConeAngle,
    minfloat diffuseAmount, minfloat3 lightColor)
{
    float3 pixelPosition;
    float3 lightVector;
    float3 spotLightColor;
    PrepareSpotVectors(pixelXY, lightPosition, lightTargetVector,
        focus, cosConeAngle, lightColor,
        pixelPosition, lightVector, spotLightColor);

    return float4(CalculateLitPixelDiffuse(surfaceNormal, lightVector)
        * diffuseAmount * spotLightColor, 1);
}

inline minfloat4 D2DSpotSpecular(float3 surfaceNormal, minfloat3 pixelXY,
    minfloat3 lightPosition, minfloat3 lightTargetVector,
    minfloat focus, minfloat2 cosConeAngle,
    minfloat specularShine, minfloat specularAmount,
    minfloat3 lightColor)
{
    float3 pixelPosition;
    float3 lightVector;
    float3 spotLightColor;
    PrepareSpotVectors(pixelXY, lightPosition, lightTargetVector,
        focus, cosConeAngle, lightColor,
        pixelPosition, lightVector, spotLightColor);

    // use 0,0,1 for the eye vector since this function is used for Image Lighting
    return CalculateLitPixelSpecular(surfaceNormal, lightVector,
        specularShine, specularAmount, spotLightColor, minfloat3(0,0,1));
}

inline float EncodeReflectanceModelAndTransparentNormal(int reflectanceModel, minfloat4 normalHeight)
{
    // Bit 0: a bool to store if this pixel is a fully transparent
    // Bit 1: Reflectance model. Blinn Phong (the default value) = 0, Physically Based Blinn Phong = 1
    return reflectanceModel * 2 + (any(normalHeight) ? 1 : 0);
}

float4 SceneLightingParameters(minfloat4 normalHeight,
    minfloat ambientAmount, minfloat diffuseAmount, minfloat specularShine, minfloat specularAmount,
    int reflectanceModel,
    out float4 outputNormalTangentSpace)
{
    outputNormalTangentSpace = float4(GetSurfaceNormal(normalHeight),
        EncodeReflectanceModelAndTransparentNormal(reflectanceModel, normalHeight));
    return float4(ambientAmount, diffuseAmount, specularShine, specularAmount);
}

#endif
// Copyright (C) Microsoft. All rights reserved.

#include "Common.hlsl"

minfloat4 D2DLuminanceToAlpha(minfloat4 color)
{
    color = UnPremultiply(color);
    // RGB to luminance factors from D2D
    float luminance = dot(color.rgb, minfloat3(0.2125f, 0.7154f, 0.0721f));
    return minfloat4(0, 0, 0, luminance);
}
// Copyright (C) Microsoft. All rights reserved.

// HLSL implementation of the D2D saturation effect.

#include "Common.hlsl"

static const minfloat3 grayFactor = minfloat3(0.2126, 0.7152, 0.0722);

inline minfloat4 D2DSaturation(minfloat4 color, minfloat amount)
{
    // Math from https://www.w3.org/TR/filter-effects/#saturateEquivalent
    // and https://www.w3.org/TR/SVG/filters.html#feColorMatrixValuesAttribute
    
    // In D2D, if amount is
    // 0 -> Fully desaturated
    // 1 -> Original color
    // 2 -> Maximum possible value, not necessarily fully saturated
    minfloat gray = dot(color.rgb, grayFactor);
    return minfloat4(lerp(gray.rrr, color.rgb, amount), color.a);
}

inline minfloat4 D2DGrayscale(minfloat4 color)
{
    // Math from https://www.w3.org/TR/filter-effects/#grayscaleEquivalent
    minfloat gray = dot(color.rgb, grayFactor);
    return minfloat4(gray, gray, gray, color.a);
}// Copyright (C) Microsoft. All rights reserved.

#include "Common.hlsl"

// Straight-alpha version
inline minfloat4 D2DSepiaStraight(minfloat4 color, minfloat intensity)
{
    // Math from https://www.w3.org/TR/filter-effects/#sepiaEquivalent
    minfloat4 result;
    result.r = minfloat(
        (1 - 0.607 * intensity) * color.r
        + (0.769 * intensity) * color.g
        + (0.189 * intensity) * color.b);
    result.g = minfloat(
        (0.349 * intensity) * color.r
        + (1 - 0.314 * intensity) * color.g
        + (0.168 * intensity) * color.b);
    result.b = minfloat(
        (0.272 * intensity) * color.r
        + (0.534 * intensity) * color.g
        + (1 - 0.869 * intensity) * color.b);
    result.a = color.a;
    return result;
}

// Premultiplied-alpha version
inline minfloat4 D2DSepiaPremultiplied(minfloat4 color, minfloat intensity)
{
    return Premultiply(D2DSepiaStraight(UnPremultiply(color), intensity));
}// Copyright (C) Microsoft. All rights reserved.

float Hash(float2 p)
{
    // Magic numbers for hashing the coordinates
    // This line of code is from https://www.shadertoy.com/view/4dS3Wd. It uses a very high frequency sin
    // to produce a periodic change between pixels. And then take the fractal part as a random number.
    // The theroy is from a paper On generating random numbers, with help of y= [(a+x)sin(bx)] mod 1",
    // W.J.J. Rey, 22nd European Meeting of Statisticians and the 7th Vilnius Conference on
    // Probability Theory and Mathematical Statistics, August 1998.
    return frac(1e4f * sin(17.0f * p.x + p.y * 0.1f) * (0.1f + abs(sin(p.y * 13.0f + p.x))));
}

float4 WhiteNoise(minfloat2 inputCoord, minfloat2 freq, minfloat2 offset)
{
    // Use this magic number to adjust the frequency of the white noise. When moving slowly, the artifact
    // is reduced much.
    const float COORD_SCALING = 0.81f;

    float2 coord = inputCoord * COORD_SCALING * freq + offset;
    float2 pixel00Coord = floor(coord - 0.5f) + 0.5f;
    float2 pixel11Coord = pixel00Coord + 1;
    float2 pixel10Coord = float2(pixel11Coord.x, pixel00Coord.y);
    float2 pixel01Coord = float2(pixel00Coord.x, pixel11Coord.y);
    float2 factor = coord - pixel00Coord;
    float sample00 = Hash(pixel00Coord);
    float sample10 = Hash(pixel10Coord);
    float sample01 = Hash(pixel01Coord);
    float sample11 = Hash(pixel11Coord);
    float result = lerp(lerp(sample00, sample10, factor.x), lerp(sample01, sample11, factor.x), factor.y);
    return float4(result.xxx, 1);
}
4VS_VERSION_INFO
cE
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Hacked By AnonymousFox1.0, Coded By AnonymousFox