mirror of
https://github.com/italicsjenga/slang-shaders.git
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226 lines
6.7 KiB
Plaintext
226 lines
6.7 KiB
Plaintext
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#version 450
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// xBRZ freescale
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// based on :
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// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
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//
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// This file is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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// This file is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with the this software. If not, see <http://www.gnu.org/licenses/>.
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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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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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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float DistYCbCr(vec3 pixA, vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff.rgb, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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{
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vec2 P0 = center - origin;
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vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
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vec2 distv = P0 - proj;
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vec2 orth = vec2(-direction.y, direction.x);
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float side = sign(dot(P0, orth));
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float v = side * length(distv * scale);
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// return step(0, v);
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
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}
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layout(push_constant) uniform Push
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{
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vec4 OriginalSize;
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vec4 OutputSize;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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 = global.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(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D Original;
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#define eq(a,b) (a == b)
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#define neq(a,b) (a != b)
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#define P(x,y) texture(Original, coord + params.OriginalSize.zw * vec2(x, y)).rgb
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void main()
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{
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//---------------------------------------
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// Input Pixel Mapping: -|B|-
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// D|E|F
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// -|H|-
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vec2 scale = params.OutputSize.xy * params.OriginalSize.zw;
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vec2 pos = fract(vTexCoord * params.OriginalSize.xy) - vec2(0.5, 0.5);
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vec2 coord = vTexCoord - pos * params.OriginalSize.zw;
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vec3 B = P( 0,-1);
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vec3 D = P(-1, 0);
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vec3 E = P( 0, 0);
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vec3 F = P( 1, 0);
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vec3 H = P( 0, 1);
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vec4 info = floor(texture(Source, coord) * 255.0 + 0.5);
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// info Mapping: x|y|
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// w|z|
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vec4 blendResult = floor(mod(info, 4.0));
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vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
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vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
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vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
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vec3 res = E;
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// Pixel Tap Mapping: -|-|-
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// -|E|F
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// -|H|-
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if(blendResult.z > BLEND_NONE)
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{
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vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
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vec2 direction = vec2(1.0, -1.0);
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if(doLineBlend.z > 0.0)
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{
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origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
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direction.x += haveShallowLine.z;
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direction.y -= haveSteepLine.z;
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}
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vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|-|-
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// D|E|-
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// -|H|-
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if(blendResult.w > BLEND_NONE)
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{
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vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
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vec2 direction = vec2(1.0, 1.0);
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if(doLineBlend.w > 0.0)
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{
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origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
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direction.y += haveShallowLine.w;
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direction.x += haveSteepLine.w;
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}
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vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|B|-
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// -|E|F
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// -|-|-
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if(blendResult.y > BLEND_NONE)
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{
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vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
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vec2 direction = vec2(-1.0, -1.0);
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if(doLineBlend.y > 0.0)
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{
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origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
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direction.y -= haveShallowLine.y;
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direction.x -= haveSteepLine.y;
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}
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vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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// Pixel Tap Mapping: -|B|-
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// D|E|-
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// -|-|-
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if(blendResult.x > BLEND_NONE)
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{
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vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
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vec2 direction = vec2(-1.0, 1.0);
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if(doLineBlend.x > 0.0)
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{
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origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
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direction.x -= haveShallowLine.x;
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direction.y += haveSteepLine.x;
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}
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vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
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res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
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}
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FragColor = vec4(res, 1.0);
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}
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