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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
Add initial CRT-cubic and CRT-lanczos.
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commit
7b1827a213
18
crt/crt-cubic.slangp
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18
crt/crt-cubic.slangp
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shaders = 3
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shader0 = linearize.slang
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shader1 = cubic.slang
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shader2 = scanline.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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srgb_framebuffer0 = true
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_x1 = 1.0
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scale_type_y1 = source
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scale_y1 = 1.0
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srgb_framebuffer1 = true
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filter_linear2 = false
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18
crt/crt-lanczos.slangp
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18
crt/crt-lanczos.slangp
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shaders = 3
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shader0 = linearize.slang
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shader1 = sinc.slang
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shader2 = scanline.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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srgb_framebuffer0 = true
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filter_linear1 = false
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scale_type_x1 = viewport
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scale_x1 = 1.0
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scale_type_y1 = source
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scale_y1 = 1.0
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srgb_framebuffer1 = true
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filter_linear2 = false
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51
crt/cubic.slang
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51
crt/cubic.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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;
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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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#define PI 3.1415926535
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void main()
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{
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float u = vTexCoord.x * global.SourceSize.x - 0.5;
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float a = fract(u);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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#define TEX(x, y) textureLod(Source, tex + vec2(x * global.SourceSize.z, 0.0), 0.0).rgb
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vec3 i0 = TEX(-1, 0);
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vec3 i1 = TEX( 0, 0);
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vec3 i2 = TEX(+1, 0);
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vec3 i3 = TEX(+2, 0);
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float a2 = a * a;
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float a3 = a2 * a;
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vec3 color = i1 +
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(i2 - i0) * 0.5 * a +
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(i0 - (2.5 * i1) + (2.0 * i2) - (0.5 * i3)) * a2 +
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((i3 - i0) + 3.0 * (i1 - i2)) * 0.5 * a3;
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FragColor = vec4(color, 1.0);
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}
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32
crt/linearize.slang
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32
crt/linearize.slang
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#version 450
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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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#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;
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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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vec3 gamma(vec3 v)
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{
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return pow(v, vec3(2.2));
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}
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void main()
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{
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FragColor = vec4(gamma(texture(Source, vTexCoord).rgb), 1.0);
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}
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12
crt/retroarch.slangp
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12
crt/retroarch.slangp
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shaders = "1"
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shader0 = "/home/maister/.config/retroarch/shaders/sinc.slang"
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = ""
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "true"
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scale_type_x0 = "viewport"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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59
crt/scanline.slang
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59
crt/scanline.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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;
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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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vec3 invgamma(vec3 v)
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{
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return pow(v, vec3(1.0 / 2.2));
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}
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float luma(vec3 col)
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{
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return dot(col, vec3(0.29, 0.60, 0.11));
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}
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void main()
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{
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vec2 tex = vTexCoord * global.SourceSize.xy;
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float frac = fract(tex.y) - 0.5;
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tex.y = floor(tex.y) + 0.5;
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tex = tex * global.SourceSize.zw;
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#define TEX(x, y) textureLod(Source, tex + vec2(0, y * global.SourceSize.w), 0.0).rgb
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vec3 l0 = TEX(0, -1);
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vec3 l1 = TEX(0, 0);
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vec3 l2 = TEX(0, 1);
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vec3 dist = (3.5 - 1.0 * vec3(luma(l0), luma(l1), luma(l2))) * (frac + vec3(+1.0, 0.0, -1.0));
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dist = exp2(-dist * dist);
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vec3 color =
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dist.x * l0 +
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dist.y * l1 +
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dist.z * l2;
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FragColor = vec4(invgamma(color), 1.0);
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}
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55
crt/sinc.slang
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55
crt/sinc.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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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;
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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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#define PI 3.1415926535
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float sinc(float x)
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{
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return sin(x) / x;
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}
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float kernel(float x)
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{
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x = max(abs(x) * PI, 0.0001);
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return sinc(x) * sinc(0.5 * x);
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}
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void main()
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{
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float u = vTexCoord.x * global.SourceSize.x - 0.5;
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float a = fract(u);
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vec2 tex = vec2((floor(u) + 0.5) * global.SourceSize.z, vTexCoord.y);
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#define TEX(x, y) textureLod(Source, tex + vec2(x * global.SourceSize.z, 0.0), 0.0).rgb
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vec3 color =
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kernel(a + 1.0) * TEX(-1, 0) +
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kernel(a ) * TEX( 0, 0) +
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kernel(a - 1.0) * TEX( 1, 0) +
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kernel(a - 2.0) * TEX( 2, 0);
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FragColor = vec4(color, 1.0);
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}
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