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Add ddt-xbr-lv1 shaders
Merge xbr edge detection with sharpness control and triangulation from DDT.
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ddt/ddt-xbr-lv1.slangp
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ddt/ddt-xbr-lv1.slangp
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shaders = 1
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shader0 = shaders/ddt-xbr-lv1.slang
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filter_linear0 = false
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ddt/shaders/ddt-xbr-lv1.slang
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ddt/shaders/ddt-xbr-lv1.slang
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#version 450
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/*
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Hyllian's DDT-xBR-lv1 Shader
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Copyright (C) 2011-2022 Hyllian/Jararaca - sergiogdb@gmail.com
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Sharpness control - Copyright (c) 2022 Filippo Scognamiglio
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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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 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float USE_DYNAMIC_SHARPNESS;
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float USE_SHARPENING_BIAS;
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float DYNAMIC_SHARPNESS_MIN;
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float DYNAMIC_SHARPNESS_MAX;
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float STATIC_SHARPNESS;
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float WP1;
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float WP2;
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float WP3;
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} params;
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// set to 1.0 to use dynamic sharpening
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#pragma parameter USE_DYNAMIC_SHARPNESS "Dynamic Sharpness [ 0FF | ON ]" 1.0 0.0 1.0 1.0
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// Set to 1.0 to bias the interpolation towards sharpening
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#pragma parameter USE_SHARPENING_BIAS "Sharpness Bias [ 0FF | ON ]" 1.0 0.0 1.0 1.0
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// Minimum amount of sharpening in range [0.0, 1.0]
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#pragma parameter DYNAMIC_SHARPNESS_MIN "Dynamic Sharpness Min" 0.0 0.0 1.0 0.1
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// Maximum amount of sharpening in range [0.0, 1.0]
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#pragma parameter DYNAMIC_SHARPNESS_MAX "Dynamic Sharpness Max" 0.6 0.0 1.0 0.1
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// If USE_DYNAMIC_SHARPNESS is 0 apply this static sharpness
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#pragma parameter STATIC_SHARPNESS "Static Sharpness" 0.5 0.0 1.0 0.1
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#define USE_DYNAMIC_SHARPNESS params.USE_DYNAMIC_SHARPNESS
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#define USE_SHARPENING_BIAS params.USE_SHARPENING_BIAS
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#define DYNAMIC_SHARPNESS_MIN (params.DYNAMIC_SHARPNESS_MIN * 0.5)
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#define DYNAMIC_SHARPNESS_MAX (params.DYNAMIC_SHARPNESS_MAX * 0.5)
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#define STATIC_SHARPNESS (params.STATIC_SHARPNESS * 0.5)
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#define WP1 4.0
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#define WP2 1.0
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#define WP3 -1.0
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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 saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(a,b,c) mix(a,b,c)
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#define mul(a,b) (b*a)
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#define fmod(c,d) mod(c,d)
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#define frac(c) fract(c)
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#define tex2D(c,d) texture(c,d)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define decal Source
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const vec3 Y = vec3( 0.299, 0.587, 0.114);
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float luma(float3 color)
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{
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return dot(color, Y);
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}
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float linearStep(float edge0, float edge1, float t)
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{
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return clamp((t - edge0) / (edge1 - edge0), 0.0, 1.0);
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}
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float sharpSmooth(float t, float sharpness)
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{
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return linearStep(sharpness, 1.0 - sharpness, t);
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}
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vec3 quadBilinear(vec3 a, vec3 b, vec3 c, vec3 d, vec2 p, float sharpness)
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{
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float x = sharpSmooth(p.x, sharpness);
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float y = sharpSmooth(p.y, sharpness);
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return mix(mix(a, b, x), mix(c, d, x), y);
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}
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// Fast computation of barycentric coordinates only in the sub-triangle 1 2 4
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vec3 fastBarycentric(vec2 p, float sharpness)
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{
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float l0 = sharpSmooth(1.0 - p.x - p.y, sharpness);
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float l1 = sharpSmooth(p.x, sharpness);
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return vec3(l0, l1, 1.0 - l0 - l1);
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}
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vec3 triangleInterpolate(vec3 t1, vec3 t2, vec3 t3, vec3 t4, vec2 c, float sharpness)
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{
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// Alter colors and coordinates to compute the other triangle.
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bool altTriangle = 1.0 - c.x < c.y;
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vec3 cornerColor = altTriangle ? t3 : t1;
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vec2 triangleCoords = altTriangle ? vec2(1.0 - c.y, 1.0 - c.x) : c;
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vec3 weights = fastBarycentric(triangleCoords, sharpness);
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return weights.x * cornerColor + weights.y * t2 + weights.z * t4;
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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 vec4 t1;
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layout(location = 2) out vec2 loc;
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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 * 1.0001;
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float2 ps = float2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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t1.xy = float2( dx, 0); // F
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t1.zw = float2( 0, dy); // H
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loc = 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 vec4 t1;
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layout(location = 2) in vec2 loc;
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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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float2 pos = frac(loc)-float2(0.5, 0.5); // pos = pixel position
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float2 dir = sign(pos); // dir = pixel direction
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float lmax, lmin, contrast;
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float sharpness = STATIC_SHARPNESS;
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float2 g1 = dir*t1.xy;
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float2 g2 = dir*t1.zw;
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float3 A = tex2D(decal, vTexCoord ).xyz;
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float3 B = tex2D(decal, vTexCoord +g1 ).xyz;
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float3 C = tex2D(decal, vTexCoord +g2).xyz;
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float3 D = tex2D(decal, vTexCoord +g1+g2).xyz;
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float3 A1 = tex2D(decal, vTexCoord -g2).xyz;
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float3 B1 = tex2D(decal, vTexCoord +g1-g2).xyz;
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float3 A0 = tex2D(decal, vTexCoord -g1 ).xyz;
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float3 C0 = tex2D(decal, vTexCoord -g1+g2).xyz;
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float3 B2 = tex2D(decal, vTexCoord +2*g1 ).xyz;
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float3 D2 = tex2D(decal, vTexCoord +2*g1+ g2).xyz;
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float3 C3 = tex2D(decal, vTexCoord +2*g2).xyz;
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float3 D3 = tex2D(decal, vTexCoord +g1+2*g2).xyz;
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float a = luma(A);
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float b = luma(B);
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float c = luma(C);
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float d = luma(D);
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if (USE_DYNAMIC_SHARPNESS == 1.0)
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{
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lmax = max(max(a, b), max(c, d));
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lmin = min(min(a, b), min(c, d));
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contrast = (lmax - lmin) / (lmax + lmin + 0.05);
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if (USE_SHARPENING_BIAS == 1.0)
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contrast = sqrt(contrast);
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sharpness = mix(DYNAMIC_SHARPNESS_MIN, DYNAMIC_SHARPNESS_MAX, contrast);
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}
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float a1 = luma(A1);
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float b1 = luma(B1);
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float a0 = luma(A0);
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float c0 = luma(C0);
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float b2 = luma(B2);
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float d2 = luma(D2);
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float c3 = luma(C3);
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float d3 = luma(D3);
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float p = abs(pos.x);
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float q = abs(pos.y);
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// A1 B1
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// A0 A B B2
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// C0 C D D2
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// C3 D3
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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(d-c)+abs(d-b));
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vec3 color;
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if ( (wd1*3.0 < wd2) && (irlv1 > 0.0) )
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{
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color = triangleInterpolate(B, D, C, A, vec2(q, 1-p), sharpness);
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}
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else if ( (wd1 > wd2*3.0) && (irlv1 > 0.0))
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{
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color = triangleInterpolate(A, B, D, C, vec2(p, q), sharpness);
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}
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else
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color = quadBilinear(A, B, C, D, vec2(p, q), sharpness);
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FragColor = vec4(color, 1.0);
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}
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