add xbr-lv3-noblend shaders ported from guest to nonworking

This commit is contained in:
hunterk 2016-12-12 09:17:49 -06:00
parent c2060a3a5a
commit 59218b85b0
2 changed files with 491 additions and 0 deletions

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#version 450
/*
Hyllian's xBR-lv3-noblend shader - ported to GLSL by guest.r
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Uncomment just one of the three params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
#define CORNER_C
//#define CORNER_D
#define XBR_EQ_THRESHOLD 0.6
#define XBR_EQ_THRESHOLD2 0.01
#define XBR_LV2_COEFFICIENT 2.0
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
//const vec2 OGLSize = vec2( 1024.0, 512.0); // replace with params.SourceSize.xy
//const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125); // replace with params.SourceSize.zw
const vec2 dx = vec2( 0.0009765625, 0.0);
const vec2 dy = vec2( 0.0, 0.001953125 );
const vec2 x2 = vec2( 0.001953125 , 0.0);
const vec2 y2 = vec2( 0.0 , 0.00390625 );
const vec4 xy = vec4( 0.0009765625, 0.001953125,-0.0009765625,-0.001953125);
const vec4 zw = vec4( 0.001953125 , 0.001953125,-0.001953125 ,-0.001953125);
const vec4 wz = vec4( 0.0009765625, 0.00390625 ,-0.0009765625,-0.00390625 );
vec4 noteq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 not(vec4 A)
{
return vec4(1.0)-A;
}
vec4 df(vec4 A, vec4 B)
{
return abs(A-B);
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
}
vec4 eq2(vec4 A, vec4 B)
{
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2)));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 edr, edri, edr_left, edr_up, edr3_left, edr3_up; // px = pixel, edr = edge detection rule
vec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, interp_restriction_lv3_left, interp_restriction_lv3_up;
vec4 fx, fx_left, fx_up, final_fx, fx3_left, fx3_up; // inequations of straight lines.
bvec4 nc, px;
vec2 fp = fract(vTexCoord.xy*params.SourceSize.xy);
vec2 TexCoord_0 = vTexCoord.xy-fp*params.SourceSize.zw + 0.5*params.SourceSize.zw;
vec3 A = texture(Source, TexCoord_0 + xy.zw ).xyz;
vec3 B = texture(Source, TexCoord_0 -dy ).xyz;
vec3 C = texture(Source, TexCoord_0 + xy.xw ).xyz;
vec3 D = texture(Source, TexCoord_0 - dx ).xyz;
vec3 E = texture(Source, TexCoord_0 ).xyz;
vec3 F = texture(Source, TexCoord_0 + dx ).xyz;
vec3 G = texture(Source, TexCoord_0 + xy.zy ).xyz;
vec3 H = texture(Source, TexCoord_0 +dy ).xyz;
vec3 I = texture(Source, TexCoord_0 + xy.xy ).xyz;
vec3 A1 = texture(Source, TexCoord_0 + wz.zw ).xyz;
vec3 C1 = texture(Source, TexCoord_0 + wz.xw ).xyz;
vec3 A0 = texture(Source, TexCoord_0 + zw.zw ).xyz;
vec3 G0 = texture(Source, TexCoord_0 + zw.zy ).xyz;
vec3 C4 = texture(Source, TexCoord_0 + zw.xw ).xyz;
vec3 I4 = texture(Source, TexCoord_0 + zw.xy ).xyz;
vec3 G5 = texture(Source, TexCoord_0 + wz.zy ).xyz;
vec3 I5 = texture(Source, TexCoord_0 + wz.xy ).xyz;
vec3 B1 = texture(Source, TexCoord_0 - y2 ).xyz;
vec3 D0 = texture(Source, TexCoord_0 - x2 ).xyz;
vec3 H5 = texture(Source, TexCoord_0 + y2 ).xyz;
vec3 F4 = texture(Source, TexCoord_0 + x2 ).xyz;
vec4 b = vec4(dot(B ,Y), dot(D ,Y), dot(H ,Y), dot(F ,Y));
vec4 c = vec4(dot(C ,Y), dot(A ,Y), dot(G ,Y), dot(I ,Y));
vec4 d = b.yzwx;
vec4 e = vec4(dot(E,Y));
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = vec4(dot(I4,Y), dot(C1,Y), dot(A0,Y), dot(G5,Y));
vec4 i5 = vec4(dot(I5,Y), dot(C4,Y), dot(A1,Y), dot(G0,Y));
vec4 h5 = vec4(dot(H5,Y), dot(F4,Y), dot(B1,Y), dot(D0,Y));
vec4 f4 = h5.yzwx;
vec4 c4 = i5.yzwx;
vec4 g5 = i4.wxyz;
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 b1 = h5.zwxy;
vec4 d0 = h5.wxyz;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
// These inequations define the line below which interpolation occurs.
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
fx_left = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
fx_up = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
fx3_left = vec4(greaterThan(Az*fp.y+Bz*fp.x, Cz));
fx3_up = vec4(greaterThan(Aw*fp.y+Bw*fp.x, Cw));
#ifdef CORNER_A
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h));
#endif
#ifdef CORNER_B
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c)));
#endif
#ifdef CORNER_D
interp_restriction_lv1 = sign(noteq(e,f)*noteq(e,h)*(not(eq(f,b))* not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c) ) * (noteq(f,f4)* noteq(f,i) + noteq(h,h5) * noteq(h,i) + noteq(h,g) + noteq(f,c) + eq(b,c1) * eq(d,g0)));
#endif
#ifdef CORNER_C
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(f,c)) + not(eq(h,d)) * not(eq(h,g)) + eq(e,i) * (not(eq(f,f4)) * not(eq(f,i4)) + not(eq(h,h5)) * not(eq(h,i5))) + eq(e,g) + eq(e,c)));
#endif
interp_restriction_lv2_left = noteq(e,g)* noteq(d,g);
interp_restriction_lv2_up = noteq(e,c)* noteq(b,c);
interp_restriction_lv3_left = eq2(g,g0) * noteq(d0,g0);
interp_restriction_lv3_up = eq2(c,c1) * noteq(b1,c1);
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv1;
edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
edr = edr * sign(not(edri.yzwx) + not(edri.wxyz));
edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT*df(f,g), df(h,c))) * interp_restriction_lv2_left * edr * (not(edri.yzwx) * eq(e,c));
edr_up = vec4(greaterThanEqual(df(f,g), XBR_LV2_COEFFICIENT*df(h,c))) * interp_restriction_lv2_up * edr * (not(edri.wxyz) * eq(e,g));
edr3_left = interp_restriction_lv3_left;
edr3_up = interp_restriction_lv3_up;
nc = bvec4( edr * ( fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5))));
px = lessThanEqual(df(e,f),df(e,h));
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : nc.x ? px.x ? F : H : E;
vec2 df12;
df12.x = abs(dot(res1, Y) - e.x);
df12.y = abs(dot(res2, Y) - e.y);
vec3 res = mix(res1, res2, step(df12.x, df12.y));
FragColor = vec4(res, 1.0);
}

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#version 450
/*
Hyllian's xBR-lv3-noblend shader - ported to GLSL by guest.r
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
// Uncomment just one of the three params below to choose the corner detection
//#define CORNER_A
//#define CORNER_B
#define CORNER_C
//#define CORNER_D
#define XBR_EQ_THRESHOLD 0.6
#define XBR_EQ_THRESHOLD2 0.01
#define XBR_LV2_COEFFICIENT 2.0
#define XBR_RED_COEF 17.0
#define XBR_GREEN_COEF 20.0
#define XBR_BLUE_COEF 3.0
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
//const vec2 OGLSize = vec2( 1024.0, 512.0); // replace with params.SourceSize.xy
//const vec2 OGLInvSize = vec2( 0.0009765625, 0.001953125); // replace with params.SourceSize.zw
const vec2 dx = vec2( 0.0009765625, 0.0);
const vec2 dy = vec2( 0.0, 0.001953125 );
const vec2 x2 = vec2( 0.001953125 , 0.0);
const vec2 y2 = vec2( 0.0 , 0.00390625 );
const vec4 xy = vec4( 0.0009765625, 0.001953125,-0.0009765625,-0.001953125);
const vec4 zw = vec4( 0.001953125 , 0.001953125,-0.001953125 ,-0.001953125);
const vec4 wz = vec4( 0.0009765625, 0.00390625 ,-0.0009765625,-0.00390625 );
vec4 noteq(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
vec4 not(vec4 A)
{
return vec4(1.0)-A;
}
vec4 df(vec4 A, vec4 B)
{
return abs(A-B);
}
vec4 eq(vec4 A, vec4 B)
{
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD)));
}
vec4 eq2(vec4 A, vec4 B)
{
return vec4(lessThan(df(A, B), vec4(XBR_EQ_THRESHOLD2)));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
float df1(vec3 A, vec3 B)
{
float rmean = (A.r+B.r)/2.0;
vec3 diff = A - B;
vec3 K = vec3(XBR_RED_COEF+rmean, XBR_GREEN_COEF, XBR_BLUE_COEF-rmean);
return sqrt(dot(K*diff, diff));
}
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
void main()
{
vec4 edr, edri, edr_left, edr_up, edr3_left, edr3_up; // px = pixel, edr = edge detection rule
vec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up, interp_restriction_lv3_left, interp_restriction_lv3_up;
vec4 fx, fx_left, fx_up, final_fx, fx3_left, fx3_up; // inequations of straight lines.
bvec4 nc, px;
vec2 fp = fract(vTexCoord.xy*params.SourceSize.xy);
vec2 TexCoord_0 = vTexCoord.xy-fp*params.SourceSize.zw + 0.5*params.SourceSize.zw;
vec3 A = texture(Source, TexCoord_0 + xy.zw ).xyz;
vec3 B = texture(Source, TexCoord_0 -dy ).xyz;
vec3 C = texture(Source, TexCoord_0 + xy.xw ).xyz;
vec3 D = texture(Source, TexCoord_0 - dx ).xyz;
vec3 E = texture(Source, TexCoord_0 ).xyz;
vec3 F = texture(Source, TexCoord_0 + dx ).xyz;
vec3 G = texture(Source, TexCoord_0 + xy.zy ).xyz;
vec3 H = texture(Source, TexCoord_0 +dy ).xyz;
vec3 I = texture(Source, TexCoord_0 + xy.xy ).xyz;
vec3 A1 = texture(Source, TexCoord_0 + wz.zw ).xyz;
vec3 C1 = texture(Source, TexCoord_0 + wz.xw ).xyz;
vec3 A0 = texture(Source, TexCoord_0 + zw.zw ).xyz;
vec3 G0 = texture(Source, TexCoord_0 + zw.zy ).xyz;
vec3 C4 = texture(Source, TexCoord_0 + zw.xw ).xyz;
vec3 I4 = texture(Source, TexCoord_0 + zw.xy ).xyz;
vec3 G5 = texture(Source, TexCoord_0 + wz.zy ).xyz;
vec3 I5 = texture(Source, TexCoord_0 + wz.xy ).xyz;
vec3 B1 = texture(Source, TexCoord_0 - y2 ).xyz;
vec3 D0 = texture(Source, TexCoord_0 - x2 ).xyz;
vec3 H5 = texture(Source, TexCoord_0 + y2 ).xyz;
vec3 F4 = texture(Source, TexCoord_0 + x2 ).xyz;
vec4 b = vec4(dot(B ,Y), dot(D ,Y), dot(H ,Y), dot(F ,Y));
vec4 c = vec4(dot(C ,Y), dot(A ,Y), dot(G ,Y), dot(I ,Y));
vec4 d = b.yzwx;
vec4 e = vec4(dot(E,Y));
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = vec4(dot(I4,Y), dot(C1,Y), dot(A0,Y), dot(G5,Y));
vec4 i5 = vec4(dot(I5,Y), dot(C4,Y), dot(A1,Y), dot(G0,Y));
vec4 h5 = vec4(dot(H5,Y), dot(F4,Y), dot(B1,Y), dot(D0,Y));
vec4 f4 = h5.yzwx;
vec4 c4 = i5.yzwx;
vec4 g5 = i4.wxyz;
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
vec4 b1 = h5.zwxy;
vec4 d0 = h5.wxyz;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
// These inequations define the line below which interpolation occurs.
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
fx_left = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
fx_up = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
fx3_left = vec4(greaterThan(Az*fp.y+Bz*fp.x, Cz));
fx3_up = vec4(greaterThan(Aw*fp.y+Bw*fp.x, Cw));
#ifdef CORNER_A
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h));
#endif
#ifdef CORNER_B
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c)));
#endif
#ifdef CORNER_D
interp_restriction_lv1 = sign(noteq(e,f)*noteq(e,h)*(not(eq(f,b))* not(eq(h,d)) + eq(e,i) * not(eq(f,i4)) * not(eq(h,i5)) + eq(e,g) + eq(e,c) ) * (noteq(f,f4)* noteq(f,i) + noteq(h,h5) * noteq(h,i) + noteq(h,g) + noteq(f,c) + eq(b,c1) * eq(d,g0)));
#endif
#ifdef CORNER_C
interp_restriction_lv1 = sign(noteq(e,f) * noteq(e,h) * ( not(eq(f,b)) * not(eq(f,c)) + not(eq(h,d)) * not(eq(h,g)) + eq(e,i) * (not(eq(f,f4)) * not(eq(f,i4)) + not(eq(h,h5)) * not(eq(h,i5))) + eq(e,g) + eq(e,c)));
#endif
interp_restriction_lv2_left = noteq(e,g)* noteq(d,g);
interp_restriction_lv2_up = noteq(e,c)* noteq(b,c);
interp_restriction_lv3_left = eq2(g,g0) * noteq(d0,g0);
interp_restriction_lv3_up = eq2(c,c1) * noteq(b1,c1);
vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
edri = vec4(lessThanEqual(wd1, wd2)) * interp_restriction_lv1;
edr = vec4(lessThan(wd1, wd2)) * interp_restriction_lv1;
vec4 w1, w2;
w1.x = df1(F,G); w1.y = df1(B,I); w1.z = df1(D,C); w1.w = df1(H,A);
w2.x = df1(H,C); w2.y = df1(F,A); w2.z = df1(B,G); w2.w = df1(D,I);
edr = edr * sign(not(edri.yzwx) + not(edri.wxyz));
edr_left = vec4(lessThanEqual(XBR_LV2_COEFFICIENT*w1, w2)) * interp_restriction_lv2_left * edr * (not(edri.yzwx) * eq(e,c));
edr_up = vec4(greaterThanEqual(w1, XBR_LV2_COEFFICIENT*w2)) * interp_restriction_lv2_up * edr * (not(edri.wxyz) * eq(e,g));
edr3_left = interp_restriction_lv3_left;
edr3_up = interp_restriction_lv3_up;
nc = bvec4( edr * ( fx + edr_left * (fx_left + edr3_left * fx3_left * eq(e,c4)) + edr_up * (fx_up + edr3_up * fx3_up * eq(e,g5))));
w1.x = df1(E,F); w1.y = df1(E,B); w1.z = df1(E,D); w1.w = df1(E,H);
w2 = w1.wxyz;
px = lessThanEqual(w1,w2);
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E;
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : nc.x ? px.x ? F : H : E;
vec2 df12;
df12.x = dot(abs(res1-E),Y);
df12.y = dot(abs(res2-E),Y);
vec3 res = mix(res1, res2, step(df12.x, df12.y));
FragColor = vec4(res, 1.0);
}