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add crashy aa-shader-4.0
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10
test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp
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10
test/nonfunctional/anti-aliasing/aa-shader-4.0.slangp
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shaders = 1
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shader0 = shaders/aa-shader-4.0.slang
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filter_linear0 = false
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scale_type0 = viewport
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scale0 = 1.0
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shader1 = ../sharpen/shaders/adaptive-sharpen.slang
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filter_linear1 = false
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scale_type_1 = source
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102
test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang
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test/nonfunctional/anti-aliasing/shaders/aa-shader-4.0.slang
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#version 450
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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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float INTERNAL_RES;
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} params;
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#pragma parameter INTERNAL_RES "Internal Resolution" 1.0 1.0 8.0 1.0
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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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const vec3 dt = vec3(1.0,1.0,1.0);
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vec3 texture2d (sampler2D tex, vec2 coord, vec4 yx) {
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vec3 s00 = texture(tex, coord + yx.zw).xyz;
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vec3 s20 = texture(tex, coord + yx.xw).xyz;
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vec3 s22 = texture(tex, coord + yx.xy).xyz;
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vec3 s02 = texture(tex, coord + yx.zy).xyz;
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float m1=dot(abs(s00-s22),dt)+0.001;
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float m2=dot(abs(s02-s20),dt)+0.001;
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return 0.5*(m2*(s00+s22)+m1*(s02+s20))/(m1+m2);
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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 = 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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void main()
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{
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// Calculating texel coordinates
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vec2 size = 4.0 * params.SourceSize.xy / params.INTERNAL_RES;
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// vec2 size = X * (params.OutputSize.xy * params.SourceSize.zw) * params.SourceSize.xy;
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vec2 inv_size = 1.0 / size;
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vec4 yx = vec4(inv_size, -inv_size);
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vec2 OGL2Pos = vTexCoord * size;
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(inv_size.x,0.0);
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vec2 dy = vec2(0.0, inv_size.y);
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vec2 g1 = vec2(inv_size.x,inv_size.y);
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vec2 g2 = vec2(-inv_size.x,inv_size.y);
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vec2 pC4 = floor(OGL2Pos) * inv_size;
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// Reading the texels
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vec3 C0 = texture2d(Source, pC4 - g1, yx);
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vec3 C1 = texture2d(Source, pC4 - dy, yx);
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vec3 C2 = texture2d(Source, pC4 - g2, yx);
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vec3 C3 = texture2d(Source, pC4 - dx, yx);
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vec3 C4 = texture2d(Source, pC4 , yx);
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vec3 C5 = texture2d(Source, pC4 + dx, yx);
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vec3 C6 = texture2d(Source, pC4 + g2, yx);
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vec3 C7 = texture2d(Source, pC4 + dy, yx);
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vec3 C8 = texture2d(Source, pC4 + g1, yx);
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vec3 ul, ur, dl, dr;
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float m1, m2;
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m1 = dot(abs(C0-C4),dt)+0.001;
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m2 = dot(abs(C1-C3),dt)+0.001;
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ul = (m2*(C0+C4)+m1*(C1+C3))/(m1+m2);
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m1 = dot(abs(C1-C5),dt)+0.001;
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m2 = dot(abs(C2-C4),dt)+0.001;
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ur = (m2*(C1+C5)+m1*(C2+C4))/(m1+m2);
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m1 = dot(abs(C3-C7),dt)+0.001;
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m2 = dot(abs(C6-C4),dt)+0.001;
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dl = (m2*(C3+C7)+m1*(C6+C4))/(m1+m2);
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m1 = dot(abs(C4-C8),dt)+0.001;
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m2 = dot(abs(C5-C7),dt)+0.001;
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dr = (m2*(C4+C8)+m1*(C5+C7))/(m1+m2);
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vec3 c11 = 0.5*((dr*fp.x+dl*(1-fp.x))*fp.y+(ur*fp.x+ul*(1-fp.x))*(1-fp.y) );
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FragColor = vec4(c11, 1.0);
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}
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