mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
Add DDT-Jinc shaders
- A hybrid between DDT and Jinc2 shader; - On diagonal edges it behaves like DDT, otherwise like Jinc2; - Added a linear gamma preset too.
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16
ddt/ddt-jinc-linear.slangp
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16
ddt/ddt-jinc-linear.slangp
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shaders = "3"
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shader0 = ../xbr2/shaders/support/linearize.slang
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scale_type0 = "source"
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scale0 = "1.000000"
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filter_linear0 = "false"
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alias0 = XbrSource
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shader1 = shaders/ddt-jinc.slang
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scale_type1 = "viewport"
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scale1 = "1.000000"
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filter_linear1 = "false"
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shader2 = ../xbr2/shaders/support/delinearize.slang
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scale_type2 = "source"
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filter_linear2 = "false"
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4
ddt/ddt-jinc.slangp
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ddt/ddt-jinc.slangp
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shaders = 1
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shader0 = shaders/ddt-jinc.slang
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filter_linear0 = false
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245
ddt/shaders/ddt-jinc.slang
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245
ddt/shaders/ddt-jinc.slang
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#version 450
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/*
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Hyllian's ddt-jinc windowed-jinc 2-lobe with anti-ringing Shader
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Copyright (C) 2011-2022 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 JINC2_WINDOW_SINC;
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float JINC2_SINC;
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float JINC2_AR_STRENGTH;
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float DDT_THRESHOLD;
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} params;
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#pragma parameter JINC2_WINDOW_SINC "Window Sinc Param" 0.50 0.0 1.0 0.01
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#define JINC2_WINDOW_SINC params.JINC2_WINDOW_SINC
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#pragma parameter JINC2_SINC "Sinc Param" 0.86 0.0 1.0 0.01
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#define JINC2_SINC params.JINC2_SINC
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#pragma parameter JINC2_AR_STRENGTH "Anti-ringing Strength" 1.0 0.0 1.0 0.1
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#define JINC2_AR_STRENGTH params.JINC2_AR_STRENGTH
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#pragma parameter DDT_THRESHOLD "DDT Diagonal Threshold" 3.0 1.0 6.0 0.2
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#define DDT_THRESHOLD params.DDT_THRESHOLD
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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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#define halfpi 1.5707963267948966192313216916398
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#define pi 3.1415926535897932384626433832795
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#define wa (JINC2_WINDOW_SINC*pi)
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#define wb (JINC2_SINC*pi)
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#define WP1 2.0
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#define WP2 1.0
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#define WP3 -1.0
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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float luma(vec3 color)
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{
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return dot(color, Y);
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}
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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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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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#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 * vec2(1.0001);
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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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vec3 color;
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mat4x4 weights;
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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 pc = vTexCoord*params.SourceSize.xy;
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vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
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vec2 pos = fract(pc-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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// reading the texels
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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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// 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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float a = luma(c11);
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float b = luma(c21);
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float c = luma(c12);
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float d = luma(c22);
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float a1 = luma(c10);
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float b1 = luma(c20);
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float a0 = luma(c01);
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float c0 = luma(c02);
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float b2 = luma(c31);
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float d2 = luma(c32);
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float c3 = luma(c13);
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float d3 = luma(c23);
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float p = abs(pos.x);
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float q = abs(pos.y);
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/*
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c00 c10 c20 c30 a1 b1
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c01 c11 c21 c31 a0 a b b2
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c02 c12 c22 c32 c0 c d d2
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c03 c13 c23 c33 c3 d3
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*/
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float wd1 = (WP1*abs(a-d) + WP2*(abs(b-a1) + abs(b-d2) + abs(c-a0) + abs(c-d3)) + WP3*(abs(a1-d2) + abs(a0-d3)));
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float wd2 = (WP1*abs(b-c) + WP2*(abs(a-b1) + abs(a-c0) + abs(d-b2) + abs(d-c3)) + WP3*(abs(b1-c0) + abs(b2-c3)));
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float irlv1 = (abs(a-b)+abs(a-c)+abs(a-d));
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if ((wd1*DDT_THRESHOLD < wd2) && (irlv1 > 0.0))
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{
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if (q <= p)
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{
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c12 = c11 + c22 - c21;
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c01 = c11 + c00 - c10;
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c23 = c22 + c33 - c32;
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c03 = c13 + c02 - c12;
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}
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else
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{
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c21 = c11 + c22 - c12;
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c10 = c11 + c00 - c01;
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c32 = c22 + c33 - c23;
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c30 = c31 + c20 - c21;
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}
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}
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else if ((wd1 > wd2*DDT_THRESHOLD) && (irlv1 > 0.0))
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{
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if ((p+q) < 1.0)
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{
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c22 = c21 + c12 - c11;
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c31 = c21 + c30 - c20;
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c13 = c12 + c03 - c02;
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c33 = c23 + c32 - c22;
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}
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else
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{
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c11 = c21 + c12 - c22;
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c20 = c21 + c30 - c31;
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c02 = c12 + c03 - c13;
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c00 = c10 + c01 - c11;
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}
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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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color = color/(dot(weights * vec4(1.0), vec4(1.0)));
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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 = vec4(color, 1.0);
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}
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