mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
commit
051d0dcc0e
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@ -1,4 +0,0 @@
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shaders = 1
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shader0 = shaders/ddt-sharp.slang
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filter_linear0 = false
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@ -50,7 +50,7 @@ layout(push_constant) uniform Push
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#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 1.0 0.0 1.0 0.1
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#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH
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#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 3.0 1.0 6.0 0.2
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#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 2.6 1.0 6.0 0.2
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#define DDT_THRESHOLD params.DDT_THRESHOLD
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -193,7 +193,7 @@ void main()
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float irlv1 = (abs(a-b)+abs(a-c)+abs(a-d));
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if ((wd1*DDT_THRESHOLD < wd2) && (irlv1 > 0.0))
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if (((wd1+0.1*DDT_THRESHOLD)*DDT_THRESHOLD < wd2) && (irlv1 > 0.0))
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{
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if (q <= p)
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{
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@ -210,7 +210,7 @@ void main()
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c30 = c31 + c20 - c21;
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}
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}
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else if ((wd1 > wd2*DDT_THRESHOLD) && (irlv1 > 0.0))
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else if ((wd1 > (wd2+0.1*DDT_THRESHOLD)*DDT_THRESHOLD) && (irlv1 > 0.0))
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{
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if ((p+q) < 1.0)
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{
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@ -1,177 +0,0 @@
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#version 450
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/*
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Hyllian's DDT Sharp Shader
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Copyright (C) 2011-2016 Hyllian/Jararaca - 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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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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#define WP1 1.0
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#define WP2 1.0
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#define WP3 -1.0
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const float3 Y = float3(.2126, .7152, .0722);
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float luma(float3 color)
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{
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return dot(color, Y);
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}
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float3 bilinear(float p, float q, float3 A, float3 B, float3 C, float3 D)
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{
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return ((1-p)*(1-q)*A + p*(1-q)*B + (1-p)*q*C + p*q*D);
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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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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec2 loc;
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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 * 1.0001;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = float2( dx, 0); // F
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t1.zw = float2( 0, dy); // H
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loc = vTexCoord*params.SourceSize.xy;
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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 = 1) in vec4 t1;
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layout(location = 2) in vec2 loc;
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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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void main()
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{
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float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
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float2 dir = sign(pos); // dir = pixel direction
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float2 g1 = dir*t1.xy;
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float2 g2 = dir*t1.zw;
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// A1 B1
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// A0 A B B2
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// C0 C D D2
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// C3 D3
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float3 A = tex2D(decal, vTexCoord ).xyz;
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float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
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float3 C = tex2D(decal, vTexCoord +g2).xyz;
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float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
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float3 A1 = tex2D(decal, vTexCoord -g2).xyz;
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float3 B1 = tex2D(decal, vTexCoord +g1-g2).xyz;
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float3 A0 = tex2D(decal, vTexCoord -g1 ).xyz;
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float3 C0 = tex2D(decal, vTexCoord -g1+g2).xyz;
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float3 B2 = tex2D(decal, vTexCoord +2*g1 ).xyz;
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float3 D2 = tex2D(decal, vTexCoord +2*g1+ g2).xyz;
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float3 C3 = tex2D(decal, vTexCoord +2*g2).xyz;
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float3 D3 = tex2D(decal, vTexCoord +g1+2*g2).xyz;
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float a = luma(A);
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float b = luma(B);
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float c = luma(C);
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float d = luma(D);
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float a1 = luma(A1);
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float b1 = luma(B1);
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float a0 = luma(A0);
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float c0 = luma(C0);
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float b2 = luma(B2);
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float d2 = luma(D2);
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float c3 = luma(C3);
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float d3 = luma(D3);
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float p = abs(pos.x);
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float q = abs(pos.y);
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float k = distance(pos,g1 * params.SourceSize.xy);
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float l = distance(pos,g2 * params.SourceSize.xy);
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float wd1 = abs(a-d);
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float wd2 = abs(b-c);
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if ( wd1 < wd2 )
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{
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if (k < l)
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{
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C = A + D - B;
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}
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else
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{
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B = A + D - C;
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}
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}
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else if (wd1 > wd2)
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{
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D = B + C - A;
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}
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float3 color = bilinear(p, q, A, B, C, D);
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FragColor = vec4(color, 1.0);
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}
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@ -39,9 +39,7 @@ layout(push_constant) uniform Push
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float DYNAMIC_SHARPNESS_MIN;
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float DYNAMIC_SHARPNESS_MAX;
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float STATIC_SHARPNESS;
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float WP1;
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float WP2;
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float WP3;
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float DDT_THRESHOLD;
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} params;
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// set to 1.0 to use dynamic sharpening
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#pragma parameter USE_DYNAMIC_SHARPNESS "Dynamic Sharpness [ 0FF | ON ]" 1.0 0.0 1.0 1.0
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#pragma parameter DYNAMIC_SHARPNESS_MIN "Dynamic Sharpness Min" 0.0 0.0 1.0 0.1
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// Maximum amount of sharpening in range [0.0, 1.0]
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#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.6 0.0 1.0 0.1
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#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.3 0.0 1.0 0.1
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// If USE_DYNAMIC_SHARPNESS is 0 apply this static sharpness
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#pragma parameter STATIC_SHARPNESS "Static Sharpness" 0.5 0.0 1.0 0.1
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#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 2.6 1.0 6.0 0.2
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#define USE_DYNAMIC_SHARPNESS params.USE_DYNAMIC_SHARPNESS
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#define USE_SHARPENING_BIAS params.USE_SHARPENING_BIAS
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#define DYNAMIC_SHARPNESS_MIN (params.DYNAMIC_SHARPNESS_MIN * 0.5)
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#define DYNAMIC_SHARPNESS_MAX (params.DYNAMIC_SHARPNESS_MAX * 0.5)
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#define STATIC_SHARPNESS (params.STATIC_SHARPNESS * 0.5)
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#define DDT_THRESHOLD params.DDT_THRESHOLD
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#define WP1 4.0
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#define WP2 1.0
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@ -231,11 +232,11 @@ void main()
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vec3 color;
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if ( (wd1*3.0 < wd2) && (irlv1 > 0.0) )
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if ( ((wd1+0.1*DDT_THRESHOLD)*DDT_THRESHOLD < wd2) && (irlv1 > 0.0) )
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{
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color = triangleInterpolate(B, D, C, A, vec2(q, 1-p), sharpness);
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}
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else if ( (wd1 > wd2*3.0) && (irlv1 > 0.0))
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else if ( (wd1 > (wd2+0.1*DDT_THRESHOLD)*DDT_THRESHOLD) && (irlv1 > 0.0))
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{
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color = triangleInterpolate(A, B, D, C, vec2(p, q), sharpness);
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}
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