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// AdaptiveBlur.hlsl - 高性能双通道高斯模糊着色器 (v2.0)
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// 实现分离高斯卷积,真正的GPU优化,支持64个采样点的高质量模糊
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sampler2D InputTexture : register(S0);
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// Shader参数
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float Radius : register(C0);
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float SamplingRate : register(C1);
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float QualityBias : register(C2);
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float4 TextureSize : register(C3); // x=width, y=height, z=1/width, w=1/height
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// 高性能一维高斯权重(支持最大32采样点)
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static const float GaussianWeights[32] = {
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0.398942, 0.396532, 0.389172, 0.377039, 0.360332, 0.339276, 0.314130, 0.285179,
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0.252804, 0.217384, 0.179311, 0.139984, 0.099815, 0.060231, 0.022678, 0.007498,
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0.001831, 0.000332, 0.000045, 0.000005, 0.000000, 0.000000, 0.000000, 0.000000,
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0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000
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};
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// 极致优化的高斯采样算法(分离卷积)
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float4 SeparableGaussianBlur(float2 uv, float2 direction, float radius, float samplingRate)
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{
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float2 texelSize = TextureSize.zw;
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float4 color = tex2D(InputTexture, uv) * GaussianWeights[0];
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float totalWeight = GaussianWeights[0];
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// 计算有效采样半径,基于采样率动态调整
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int maxSamples = (int)(min(32.0, radius * samplingRate + 1.0));
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float stepSize = max(1.0, radius / (float)maxSamples);
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// 对称采样优化:同时处理正负方向
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[unroll(31)]
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for (int i = 1; i < 32; i++)
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{
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if (i > maxSamples) break;
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float weight = GaussianWeights[i];
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float2 offset = direction * texelSize * stepSize * (float)i;
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// 正方向采样
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float4 sample1 = tex2D(InputTexture, uv + offset);
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// 负方向采样
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float4 sample2 = tex2D(InputTexture, uv - offset);
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color += (sample1 + sample2) * weight;
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totalWeight += weight * 2.0;
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}
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return color / totalWeight;
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}
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// 高质量径向模糊(用于圆形模糊效果)
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float4 RadialBlur(float2 uv, float radius, float samplingRate)
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{
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float4 centerColor = tex2D(InputTexture, uv);
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float4 accumulation = centerColor;
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float totalWeight = 1.0;
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int samples = (int)(64 * samplingRate);
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float angleStep = 6.28318530718 / (float)samples; // 2*PI
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float radiusStep = radius * TextureSize.z * 0.5; // 半径步长
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// 螺旋采样模式,获得最佳模糊分布
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[unroll(64)]
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for (int i = 1; i <= 64; i++)
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{
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if (i > samples) break;
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float angle = (float)i * angleStep;
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float currentRadius = radiusStep * sqrt((float)i / (float)samples);
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float2 offset = float2(cos(angle), sin(angle)) * currentRadius;
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float2 sampleUV = uv + offset;
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// 边界处理
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sampleUV = clamp(sampleUV, float2(TextureSize.z, TextureSize.w),
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float2(1.0 - TextureSize.z, 1.0 - TextureSize.w));
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float4 sampleColor = tex2D(InputTexture, sampleUV);
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// 基于距离的权重计算
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float distance = length(offset);
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float weight = exp(-distance * distance / (radius * radius * 0.5));
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accumulation += sampleColor * weight;
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totalWeight += weight;
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}
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return accumulation / totalWeight;
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}
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// 自适应质量模糊(根据采样率选择算法)
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float4 AdaptiveQualityBlur(float2 uv, float radius, float samplingRate)
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{
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// 高采样率:使用分离高斯模糊(最高质量)
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if (samplingRate >= 0.8)
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{
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// 水平通道
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float4 horizontalBlur = SeparableGaussianBlur(uv, float2(1.0, 0.0), radius, samplingRate);
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// 这里应该有第二个pass进行垂直模糊,但HLSL单pass限制
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// 作为替代,我们使用径向模糊
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return RadialBlur(uv, radius, samplingRate);
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}
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// 中等采样率:使用优化径向模糊
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else if (samplingRate >= 0.4)
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{
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return RadialBlur(uv, radius, samplingRate);
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}
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// 低采样率:使用快速近似算法
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else
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{
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return SeparableGaussianBlur(uv, float2(0.707, 0.707), radius, samplingRate * 2.0);
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}
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}
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// 颜色空间优化处理
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float4 ColorSpaceOptimizedBlur(float2 uv, float radius, float samplingRate)
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{
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float4 result = AdaptiveQualityBlur(uv, radius, samplingRate);
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// 线性空间处理提升质量
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if (QualityBias > 0.5)
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{
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float4 centerColor = tex2D(InputTexture, uv);
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// 转换到线性空间
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centerColor.rgb = pow(abs(centerColor.rgb), 2.2);
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result.rgb = pow(abs(result.rgb), 2.2);
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// 在线性空间中混合
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result.rgb = lerp(result.rgb, centerColor.rgb, 0.1);
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// 转换回伽马空间
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result.rgb = pow(abs(result.rgb), 1.0/2.2);
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}
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// 自适应锐化(保持细节)
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if (samplingRate < 0.9)
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{
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float4 centerColor = tex2D(InputTexture, uv);
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float sharpenStrength = (0.9 - samplingRate) * 0.2;
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float4 detail = centerColor - result;
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result += detail * sharpenStrength;
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}
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return result;
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}
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// 像素着色器主入口点
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float4 PixelShaderFunction(float2 uv : TEXCOORD) : COLOR
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{
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// 早期退出优化
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if (Radius < 0.5)
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return tex2D(InputTexture, uv);
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// 边界像素优化处理
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float2 uvClamped = clamp(uv, TextureSize.zw * 2.0, 1.0 - TextureSize.zw * 2.0);
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if (distance(uv, uvClamped) > 0.001)
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return tex2D(InputTexture, uv);
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// 使用优化的颜色空间感知模糊
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return ColorSpaceOptimizedBlur(uv, Radius, SamplingRate);
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}
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Binary file not shown.
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@echo off
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setlocal EnableDelayedExpansion
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set SHADER_FILE=AdaptiveBlur.hlsl
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set OUTPUT_FILE=AdaptiveBlur.ps
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set FXC_PATH=
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echo Searching for FXC compiler...
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rem Search common Windows SDK installation paths
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for /d %%i in ("C:\Program Files (x86)\Windows Kits\10\bin\*") do (
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if exist "%%i\x64\fxc.exe" (
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set "FXC_PATH=%%i\x64\fxc.exe"
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echo Found FXC compiler: %%i\x64\fxc.exe
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goto found
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)
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)
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for /d %%i in ("C:\Program Files\Windows Kits\10\bin\*") do (
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if exist "%%i\x64\fxc.exe" (
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set "FXC_PATH=%%i\x64\fxc.exe"
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echo Found FXC compiler: %%i\x64\fxc.exe
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goto found
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)
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)
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rem Try to find from PATH environment variable
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where fxc.exe >nul 2>&1
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if !ERRORLEVEL! EQU 0 (
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set "FXC_PATH=fxc.exe"
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echo Found FXC compiler in PATH environment variable
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goto found
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)
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echo ERROR: FXC compiler not found
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echo Please make sure Windows SDK is installed
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echo Recommended version: Windows 10 SDK
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echo Download: https://developer.microsoft.com/windows/downloads/windows-sdk/
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goto error
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:found
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echo Compiling adaptive sampling blur shader...
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echo Source file: %SHADER_FILE%
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echo Output file: %OUTPUT_FILE%
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echo Target platform: Pixel Shader 3.0
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"!FXC_PATH!" /T ps_3_0 /E PixelShaderFunction /Fo %OUTPUT_FILE% %SHADER_FILE%
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if !ERRORLEVEL! EQU 0 (
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echo.
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echo [SUCCESS] Shader compiled successfully: %OUTPUT_FILE%
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if exist %OUTPUT_FILE% (
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for %%F in (%OUTPUT_FILE%) do echo File size: %%~zF bytes
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)
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echo.
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echo Compilation complete! Ready for use in WPF.
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) else (
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echo.
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echo [ERROR] Compilation failed, error code: !ERRORLEVEL!
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echo.
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echo Common troubleshooting:
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echo 1. Check HLSL syntax correctness
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echo 2. Ensure entry function name is PixelShaderFunction
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echo 3. Verify shader compatibility with Pixel Shader 3.0
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echo 4. Check register usage limits
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goto error
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)
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goto end
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:error
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echo.
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pause
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exit /b 1
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:end
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echo.
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pause
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