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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
fix some componentwise comparisons in jinc shaders
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193
dithering/shaders/jinc2-dedither.slang
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193
dithering/shaders/jinc2-dedither.slang
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#version 450
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/*
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Hyllian's jinc windowed-jinc 2-lobe with anti-ringing Shader
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Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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This is an approximation of Jinc(x)*Jinc(x*r1/r2) for x < 2.5,
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where r1 and r2 are the first two zeros of jinc function.
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For a jinc 2-lobe best approximation, use A=0.5 and B=0.825.
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*/
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// A=0.5, B=0.825 is the best jinc approximation for x<2.5. if B=1.0, it's a lanczos filter.
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// Increase A to get more blur. Decrease it to get a sharper picture.
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// B = 0.825 to get rid of dithering. Increase B to get a fine sharpness, though dithering returns.
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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 JINC_SHARP;
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} params;
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#pragma parameter JINC_SHARP "Sharpness" 1.0 1.0 3.0 1.0
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#define JINC_SHARP params.JINC_SHARP
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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 float pi = 3.1415926535897932384626433832795;
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// Calculates the distance between two points
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float d(vec2 pt1, vec2 pt2)
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{
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vec2 v = pt2 - pt1;
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return sqrt(dot(v,v));
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, 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 float wa;
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layout(location = 2) out float wb;
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layout(location = 3) out float JINC2_AR_STRENGTH;
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layout(location = 4) out vec2 pc;
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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 * vec2(1.0001);
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float JINC2_WINDOW_SINC, JINC2_SINC;
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if(int(floor(JINC_SHARP + 0.5)) == 1)
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{
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JINC2_WINDOW_SINC = 0.405;
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JINC2_SINC = 0.79;
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}
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if(int(floor(JINC_SHARP + 0.5)) == 2)
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{
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JINC2_WINDOW_SINC = 0.377;
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JINC2_SINC = 0.82;
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}
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if(int(floor(JINC_SHARP + 0.5)) == 3)
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{
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JINC2_WINDOW_SINC = 0.329;
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JINC2_SINC = 0.87;
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}
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JINC2_AR_STRENGTH = 0.8;
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wa = JINC2_WINDOW_SINC*pi;
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wb = JINC2_SINC*pi;
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pc = 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 float wa;
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layout(location = 2) in float wb;
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layout(location = 3) in float JINC2_AR_STRENGTH;
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layout(location = 4) in vec2 pc;
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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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vec4 resampler(vec4 x)
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{
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vec4 res;
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res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
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return res;
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}
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void main()
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{
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vec3 color;
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vec4 weights[4];
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vec2 dx = vec2(1.0, 0.0);
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vec2 dy = vec2(0.0, 1.0);
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vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
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weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
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weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
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weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
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weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
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dx = dx * params.SourceSize.zw;
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dy = dy * params.SourceSize.zw;
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tc = tc * params.SourceSize.zw;
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vec3 c00 = texture(Source, tc -dx -dy).xyz;
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vec3 c10 = texture(Source, tc -dy).xyz;
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vec3 c20 = texture(Source, tc +dx -dy).xyz;
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vec3 c30 = texture(Source, tc+2.0*dx -dy).xyz;
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vec3 c01 = texture(Source, tc -dx ).xyz;
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vec3 c11 = texture(Source, tc ).xyz;
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vec3 c21 = texture(Source, tc +dx ).xyz;
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vec3 c31 = texture(Source, tc+2.0*dx ).xyz;
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vec3 c02 = texture(Source, tc -dx +dy).xyz;
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vec3 c12 = texture(Source, tc +dy).xyz;
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vec3 c22 = texture(Source, tc +dx +dy).xyz;
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vec3 c32 = texture(Source, tc+2.0*dx +dy).xyz;
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vec3 c03 = texture(Source, tc -dx+2.0*dy).xyz;
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vec3 c13 = texture(Source, tc +2.0*dy).xyz;
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vec3 c23 = texture(Source, tc +dx+2.0*dy).xyz;
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vec3 c33 = texture(Source, tc+2.0*dx+2.0*dy).xyz;
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color = texture(Source, vTexCoord).xyz;
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// Get min/max samples
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vec3 min_sample = min4(c11, c21, c12, c22);
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vec3 max_sample = max4(c11, c21, c12, c22);
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/*
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color = mat4x3(c00, c10, c20, c30) * weights[0];
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color+= mat4x3(c01, c11, c21, c31) * weights[1];
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color+= mat4x3(c02, c12, c22, c32) * weights[2];
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color+= mat4x3(c03, c13, c23, c33) * weights[3];
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mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
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vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
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color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
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*/
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color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
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color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
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color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
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color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
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color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
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// Anti-ringing
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vec3 aux = color;
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color = clamp(color, min_sample, max_sample);
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color = mix(aux, color, JINC2_AR_STRENGTH);
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// final sum and weight normalization
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FragColor.xyz = color;
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}
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@ -79,7 +79,10 @@ vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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vec4 resampler(vec4 x)
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{
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vec4 res;
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res = (x==vec4(0.0, 0.0, 0.0, 0.0)) ? vec4(wa*wb) : sin(x*wa)*sin(x*wb)/(x*x);
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res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
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res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
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res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
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res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
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return res;
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}
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@ -157,4 +160,4 @@ void main()
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// final sum and weight normalization
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FragColor = vec4(color, 1.0);
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}
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}
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