mirror of
https://github.com/italicsjenga/slang-shaders.git
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200 lines
7 KiB
Plaintext
200 lines
7 KiB
Plaintext
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#version 450
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/*
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ScaleFX - Pass 1
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by Sp00kyFox, 2016-03-30
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Filter: Nearest
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Scale: 1x
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ScaleFX is an edge interpolation algorithm specialized in pixel art. It was
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originally intended as an improvement upon Scale3x but became a new filter in
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its own right.
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ScaleFX interpolates edges up to level 6 and makes smooth transitions between
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different slopes. The filtered picture will only consist of colours present
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in the original.
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Pass 1 resolves ambiguous configurations of corner candidates at pixel junctions.
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Copyright (c) 2016 Sp00kyFox - ScaleFX@web.de
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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#pragma name sfxp1
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#pragma parameter SFX_CLR "ScaleFX Color Thresh" 0.35 0.0 1.00 0.01
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#ifdef PARAMETER_UNIFORM
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uniform float SFX_CLR;
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#else
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#define SFX_CLR 0.35
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#endif
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const float THR = 1.0 - SFX_CLR;
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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vec4 SourceSize;
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};
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 1) uniform sampler2D Source;
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#define LE(x, y) (1.0 - step(y, x))
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#define GE(x, y) (1.0 - step(x, y))
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#define LEQ(x, y) step(x, y)
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#define GEQ(x, y) step(y, x)
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#define NOT(x) (1.0 - (x))
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// corner strength
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vec4 str(vec4 crn, vec4 ort){
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//return (crn > THR) ? max(2.0*crn - (ort + ort.wxyz), 0.0) : 0.0;
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return GE(crn, vec4(THR)) * max(2.0*crn - (ort + ort.wxyz), vec4(0.0));
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}
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// corner dominance at junctions
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vec4 dom(vec3 strx, vec3 stry, vec3 strz, vec3 strw){
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vec4 res;
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res.x = max(2.0*strx.y - (strx.x + strx.z), 0.0);
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res.y = max(2.0*stry.y - (stry.x + stry.z), 0.0);
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res.z = max(2.0*strz.y - (strz.x + strz.z), 0.0);
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res.w = max(2.0*strw.y - (strw.x + strw.z), 0.0);
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return res;
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}
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// necessary but not sufficient junction condition for orthogonal edges
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float clear(vec2 crn, vec4 ort){
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//return all(crn.xyxy <= THR || crn.xyxy <= ort || crn.xyxy <= ort.wxyz);
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vec4 res = LEQ(crn.xyxy, vec4(THR)) + LEQ(crn.xyxy, ort) + LEQ(crn.xyxy, ort.wxyz);
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return min(res.x * res.y * res.z * res.w, 1.0);
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}
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void main()
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{
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/* grid metric pattern
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M A B C P x y z x y
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N D E F Q o w w z
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O G H I R
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J K L
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*/
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#define TEX(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
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// metric data
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vec4 A = TEX(-1,-1), B = TEX( 0,-1), C = TEX( 1,-1);
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vec4 D = TEX(-1, 0), E = TEX( 0, 0), F = TEX( 1, 0);
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vec4 G = TEX(-1, 1), H = TEX( 0, 1), I = TEX( 1, 1);
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vec4 J = TEX(-1, 2), K = TEX( 0, 2), L = TEX( 1, 2);
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vec4 M = TEX(-2,-1), N = TEX(-2, 0), O = TEX(-2, 1);
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vec4 P = TEX( 2,-1), Q = TEX( 2, 0), R = TEX( 2, 1);
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// corner strength
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vec4 As = str(vec4(M.z, B.x, D.zx), vec4(A.yw, D.y, M.w));
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vec4 Bs = str(vec4(A.z, C.x, E.zx), vec4(B.yw, E.y, A.w));
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vec4 Cs = str(vec4(B.z, P.x, F.zx), vec4(C.yw, F.y, B.w));
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vec4 Ds = str(vec4(N.z, E.x, G.zx), vec4(D.yw, G.y, N.w));
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vec4 Es = str(vec4(D.z, F.x, H.zx), vec4(E.yw, H.y, D.w));
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vec4 Fs = str(vec4(E.z, Q.x, I.zx), vec4(F.yw, I.y, E.w));
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vec4 Gs = str(vec4(O.z, H.x, J.zx), vec4(G.yw, J.y, O.w));
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vec4 Hs = str(vec4(G.z, I.x, K.zx), vec4(H.yw, K.y, G.w));
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vec4 Is = str(vec4(H.z, R.x, L.zx), vec4(I.yw, L.y, H.w));
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// strength & dominance junctions
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vec4 jSx = vec4(As.z, Bs.w, Es.x, Ds.y), jDx = dom(As.yzw, Bs.zwx, Es.wxy, Ds.xyz);
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vec4 jSy = vec4(Bs.z, Cs.w, Fs.x, Es.y), jDy = dom(Bs.yzw, Cs.zwx, Fs.wxy, Es.xyz);
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vec4 jSz = vec4(Es.z, Fs.w, Is.x, Hs.y), jDz = dom(Es.yzw, Fs.zwx, Is.wxy, Hs.xyz);
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vec4 jSw = vec4(Ds.z, Es.w, Hs.x, Gs.y), jDw = dom(Ds.yzw, Es.zwx, Hs.wxy, Gs.xyz);
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// majority vote for ambiguous dominance junctions
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//bvec4 jx = jDx != 0.0 && jDx + jDx.zwxy > jDx.yzwx + jDx.wxyz;
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//bvec4 jy = jDy != 0.0 && jDy + jDy.zwxy > jDy.yzwx + jDy.wxyz;
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//bvec4 jz = jDz != 0.0 && jDz + jDz.zwxy > jDz.yzwx + jDz.wxyz;
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//bvec4 jw = jDw != 0.0 && jDw + jDw.zwxy > jDw.yzwx + jDw.wxyz;
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vec4 jx = GE(jDx, vec4(0.0)) * GE(jDx + jDx.zwxy, jDx.yzwx + jDx.wxyz);
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vec4 jy = GE(jDy, vec4(0.0)) * GE(jDy + jDy.zwxy, jDy.yzwx + jDy.wxyz);
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vec4 jz = GE(jDz, vec4(0.0)) * GE(jDz + jDz.zwxy, jDz.yzwx + jDz.wxyz);
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vec4 jw = GE(jDw, vec4(0.0)) * GE(jDw + jDw.zwxy, jDw.yzwx + jDw.wxyz);
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// inject strength without creating new contradictions
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//bvec4 res;
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//res.x = jx.z || !(jx.y || jx.w) && (jSx.z != 0.0 && (jx.x || jSx.x + jSx.z > jSx.y + jSx.w));
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//res.y = jy.w || !(jy.z || jy.x) && (jSy.w != 0.0 && (jy.y || jSy.y + jSy.w > jSy.x + jSy.z));
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//res.z = jz.x || !(jz.w || jz.y) && (jSz.x != 0.0 && (jz.z || jSz.x + jSz.z > jSz.y + jSz.w));
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//res.w = jw.y || !(jw.x || jw.z) && (jSw.y != 0.0 && (jw.w || jSw.y + jSw.w > jSw.x + jSw.z));
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vec4 res;
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res.x = min(jx.z + (NOT(jx.y) * NOT(jx.w)) * (GE(jSx.z, 0.0) * (jx.x + GE(jSx.x + jSx.z, jSx.y + jSx.w))), 1.0);
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res.y = min(jy.w + (NOT(jy.z) * NOT(jy.x)) * (GE(jSy.w, 0.0) * (jy.y + GE(jSy.y + jSy.w, jSy.x + jSy.z))), 1.0);
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res.z = min(jz.x + (NOT(jz.w) * NOT(jz.y)) * (GE(jSz.x, 0.0) * (jz.z + GE(jSz.x + jSz.z, jSz.y + jSz.w))), 1.0);
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res.w = min(jw.y + (NOT(jw.x) * NOT(jw.z)) * (GE(jSw.y, 0.0) * (jw.w + GE(jSw.y + jSw.w, jSw.x + jSw.z))), 1.0);
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// single pixel & end of line detection
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//res = res && (bvec4(jx.z, jy.w, jz.x, jw.y) || !(res.wxyz && res.yzwx));
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res = min(res * (vec4(jx.z, jy.w, jz.x, jw.y) + NOT(res.wxyz * res.yzwx)), vec4(1.0));
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// output
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vec4 clr;
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clr.x = clear(vec2(D.z, E.x), vec4(A.w, E.y, D.wy));
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clr.y = clear(vec2(E.z, F.x), vec4(B.w, F.y, E.wy));
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clr.z = clear(vec2(H.z, I.x), vec4(E.w, I.y, H.wy));
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clr.w = clear(vec2(G.z, H.x), vec4(D.w, H.y, G.wy));
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vec4 low = max(vec4(E.yw, H.y, D.w), vec4(THR));
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vec4 hori = vec4(low.x < max(D.w, A.w), low.x < max(E.w, B.w), low.z < max(E.w, H.w), low.z < max(D.w, G.w)) * clr; // horizontal edges
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vec4 vert = vec4(low.w < max(E.y, D.y), low.y < max(E.y, F.y), low.y < max(H.y, I.y), low.w < max(H.y, G.y)) * clr; // vertical edges
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vec4 or = vec4(A.w < D.y, B.w <= F.y, H.w < I.y, G.w <= G.y); // orientation
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FragColor = (res + 2.0 * hori + 4.0 * vert + 8.0 * or) / 15.0;
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}
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