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https://github.com/italicsjenga/slang-shaders.git
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Merge pull request #345 from hunterk/master
add parameters to xbrz-freescale and put multipass into a subdirectory
This commit is contained in:
commit
67bcc56117
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@ -46,9 +46,20 @@
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// * do so, delete this exception statement from your version. *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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// ****************************************************************************
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#define BLEND_NONE 0
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layout(push_constant) uniform Push
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#define BLEND_NORMAL 1
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{
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#define BLEND_DOMINANT 2
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vec4 SourceSize;
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vec4 OutputSize;
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float blend_none, blend_normal, blend_dominant;
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} params;
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#pragma parameter blend_none "Blend None" 0.0 0.0 2.0 1.0
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#pragma parameter blend_normal "Blend Normal" 1.0 0.0 2.0 1.0
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#pragma parameter blend_dominant "Blend Dominant" 2.0 0.0 2.0 1.0
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#define BLEND_NONE int(params.blend_none)
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#define BLEND_NORMAL int(params.blend_normal)
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#define BLEND_DOMINANT int(params.blend_dominant)
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#define LUMINANCE_WEIGHT 1.0
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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 EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define STEEP_DIRECTION_THRESHOLD 2.2
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@ -85,12 +96,6 @@ float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, 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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}
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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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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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -43,9 +43,20 @@
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// * do so, delete this exception statement from your version. *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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// ****************************************************************************
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#define BLEND_NONE 0
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layout(push_constant) uniform Push
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#define BLEND_NORMAL 1
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{
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#define BLEND_DOMINANT 2
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vec4 xbrz_fs_refpassSize;
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vec4 OutputSize;
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float blend_none, blend_normal, blend_dominant;
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} params;
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#pragma parameter blend_none "Blend None" 0.0 0.0 2.0 1.0
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#pragma parameter blend_normal "Blend Normal" 1.0 0.0 2.0 1.0
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#pragma parameter blend_dominant "Blend Dominant" 2.0 0.0 2.0 1.0
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#define BLEND_NONE int(params.blend_none)
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#define BLEND_NORMAL int(params.blend_normal)
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#define BLEND_DOMINANT int(params.blend_dominant)
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#define LUMINANCE_WEIGHT 1.0
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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 EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define STEEP_DIRECTION_THRESHOLD 2.2
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@ -82,12 +93,6 @@ float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, 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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}
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layout(push_constant) uniform Push
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{
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vec4 xbrz_fs_refpassSize;
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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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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -46,9 +46,20 @@
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// * do so, delete this exception statement from your version. *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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// ****************************************************************************
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#define BLEND_NONE 0
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layout(push_constant) uniform Push
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#define BLEND_NORMAL 1
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{
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#define BLEND_DOMINANT 2
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vec4 SourceSize;
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vec4 OutputSize;
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float blend_none, blend_normal, blend_dominant;
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} params;
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#pragma parameter blend_none "Blend None" 0.0 0.0 2.0 1.0
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#pragma parameter blend_normal "Blend Normal" 1.0 0.0 2.0 1.0
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#pragma parameter blend_dominant "Blend Dominant" 2.0 0.0 2.0 1.0
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#define BLEND_NONE int(params.blend_none)
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#define BLEND_NORMAL int(params.blend_normal)
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#define BLEND_DOMINANT int(params.blend_dominant)
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#define LUMINANCE_WEIGHT 1.0
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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 EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define STEEP_DIRECTION_THRESHOLD 2.2
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@ -85,12 +96,6 @@ float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
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return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, 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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}
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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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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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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@ -3,12 +3,12 @@ shaders = 3
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shader0 = ../stock.slang
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shader0 = ../stock.slang
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alias0 = xbrz_fs_refpass
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alias0 = xbrz_fs_refpass
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shader1 = shaders/xbrz-freescale-pass0.slang
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shader1 = shaders/xbrz-freescale-multipass/xbrz-freescale-pass0.slang
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filter_linear1 = false
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filter_linear1 = false
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scale_type1 = source
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scale_type1 = source
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scale1 = 1.0
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scale1 = 1.0
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shader2 = shaders/xbrz-freescale-pass1.slang
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shader2 = shaders/xbrz-freescale-multipass/xbrz-freescale-pass1.slang
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filter_linear2 = false
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filter_linear2 = false
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scale_type2 = viewport
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scale_type2 = viewport
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scale2 = 1.0
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scale2 = 1.0
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