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https://github.com/italicsjenga/slang-shaders.git
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fix xbr-mlv4-multipass on AMD cards. GPU-specific rounding behavior strikes again
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6a5b182294
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@ -97,14 +97,14 @@ float df(float A, float B)
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#define GET_PIXEL(PARAM, PIXEL)\
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#define GET_PIXEL(PARAM, PIXEL)\
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info = PARAM;\
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info = PARAM;\
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ay.z = round( modf( info/2.0, info ) );\
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ay.z = round( modf( info/1.9999, info ) );\
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ay.y = round( modf( info/2.0, info ) );\
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ay.y = round( modf( info/1.9999, info ) );\
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ay.x = round( modf( info/2.0, info ) );\
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ay.x = round( modf( info/1.9999, info ) );\
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ax.z = round( modf( info/2.0, info ) );\
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ax.z = round( modf( info/1.9999, info ) );\
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ax.y = round( modf( info/2.0, info ) );\
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ax.y = round( modf( info/1.9999, info ) );\
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ax.x = round( info );\
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ax.x = round( info );\
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iq.x = dot( ax, bin ) - 2.0;\
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iq.x = dot( ax, bin ) - 1.9999;\
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iq.y = dot( ay, bin ) - 2.0;\
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iq.y = dot( ay, bin ) - 1.9999;\
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PIXEL = texture( REF, vTexCoord + iq.x*t1.xy + iq.y*t1.zw ).xyz;\
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PIXEL = texture( REF, vTexCoord + iq.x*t1.xy + iq.y*t1.zw ).xyz;\
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#pragma stage vertex
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#pragma stage vertex
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@ -117,7 +117,7 @@ layout(location = 2) out float scale_factor;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0004;
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vTexCoord = TexCoord * vec2(1.0004, 0.9995);
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float2 ps = float2(1.0/params.REFSize.x, 1.0/params.REFSize.y);
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float2 ps = float2(1.0/params.REFSize.x, 1.0/params.REFSize.y);
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float dx = ps.x;
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float dx = ps.x;
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float dy = ps.y;
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float dy = ps.y;
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