#line 1 "unknown"

#line 1 "D:\Games\Red Dead Redemption 2\reshade-shaders\Shaders\Sepia.fx"
#line 1 "D:\Games\Red Dead Redemption 2\reshade-shaders\Shaders\ReShadeUI.fxh"
#line 1 "D:\Games\Red Dead Redemption 2\reshade-shaders\Shaders\Sepia.fx"
#line 3
uniform float3 Tint <      ui_type = "color"; 
> = float3(0.55, 0.43, 0.42);
#line 6
uniform float Strength <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Adjust the strength of the effect.";
> = 0.58;
#line 1 "D:\Games\Red Dead Redemption 2\reshade-shaders\Shaders\ReShade.fxh"
#line 50
namespace ReShade
{
#line 61
static const float AspectRatio = 1280 * (1.0 / 720);
static const float2 PixelSize = float2((1.0 / 1280), (1.0 / 720));
static const float2 ScreenSize = float2(1280, 720);
#line 67
texture BackBufferTex : COLOR;
texture DepthBufferTex : DEPTH;
#line 70
sampler BackBuffer { Texture = BackBufferTex; };
sampler DepthBuffer { Texture = DepthBufferTex; };
#line 74
float GetLinearizedDepth(float2 texcoord)
{
#line 79
texcoord.x /=  1;
texcoord.y /=  1;
#line 84
texcoord.x -=  0 / 2.000000001;
#line 89
texcoord.y +=  0 / 2.000000001;
#line 91
float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x *  1;
#line 100
const float N = 1.0;
depth /= 1000.0 - depth * (1000.0 - N);
#line 103
return depth;
}
}
#line 108
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
#line 11 "D:\Games\Red Dead Redemption 2\reshade-shaders\Shaders\Sepia.fx"
#line 13
float3 TintPass(float4 vois : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 col = tex2D(ReShade::BackBuffer, texcoord).rgb;
#line 17
return lerp(col, col * Tint * 2.55, Strength);
}
#line 20
technique Tint
{
pass
{
VertexShader = PostProcessVS;
PixelShader = TintPass;
}
}

