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More MAD optimizations
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@ -71,12 +71,12 @@ layout(location = 3) out vec2 one_texel;
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#define scaled_video_out (global.SourceSize.xy * vec2(video_scale))
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//it's... half a pixel
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#define half_pixel (vec2(0.5) / global.OutputSize.xy)
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#define half_pixel (vec2(0.5) * global.OutputSize.zw)
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void main()
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{
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// Remaps position to integer scaled output
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gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.xy / scaled_video_out), 1.0, 1.0 );
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gl_Position = global.MVP * Position / vec4( vec2(global.OutputSize.zw * scaled_video_out), 1.0, 1.0 );
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vTexCoord = TexCoord + half_pixel;
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dot_size = global.SourceSize.zw;
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one_texel = 1.0 / (global.SourceSize.xy * video_scale);
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@ -121,11 +121,9 @@ layout(set = 0, binding = 9) uniform sampler2D OriginalHistory7;
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void main()
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{
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// Determine if the corrent texel lies on a dot or in the space between dots
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float is_on_dot;
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float is_on_dot = 0.0;
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if ( mod(vTexCoord.x, dot_size.x) > one_texel.x && mod(vTexCoord.y, dot_size.y) > one_texel.y )
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is_on_dot = 1.0;
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else
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is_on_dot = 0.0;
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// Sample color from the current and previous frames, apply response time modifier
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// Response time effect implmented through an exponential dropoff algorithm
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