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whoops, fix hq2x credits block
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@ -1,9 +1,11 @@
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#version 450
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#version 450
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// Smooth Bilinear
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// HQ2x
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// by Lior Halphon
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// by Lior Halphon
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// ported to slang by hunterk
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// ported to slang by hunterk
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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/*
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/*
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MIT License
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MIT License
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@ -28,7 +30,6 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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SOFTWARE.
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*/
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*/
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layout(push_constant) uniform Push
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layout(push_constant) uniform Push
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{
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{
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vec4 SourceSize;
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vec4 SourceSize;
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@ -45,8 +46,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#define uResolution params.OutputSize.xy
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#define uResolution params.OutputSize.xy
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#define textureDimensions params.SourceSize.xy
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#define textureDimensions params.SourceSize.xy
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
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/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
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also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
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also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
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vec3 rgb_to_hq_colospace(vec4 rgb)
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vec3 rgb_to_hq_colospace(vec4 rgb)
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