diff --git a/xbrz/shaders/xbrz-freescale-pass0.slang b/xbrz/shaders/xbrz-freescale-pass0.slang
new file mode 100644
index 0000000..19edd53
--- /dev/null
+++ b/xbrz/shaders/xbrz-freescale-pass0.slang
@@ -0,0 +1,286 @@
+#version 450
+
+// xBRZ freescale
+// based on :
+
+// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
+//
+// This file is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 2 of the License, or
+// (at your option) any later version.
+//
+// This file is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with the this software. If not, see .
+
+
+/*
+ Hyllian's xBR-vertex code and texel mapping
+
+ Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
+
+ Permission is hereby granted, free of charge, to any person obtaining a copy
+ of this software and associated documentation files (the "Software"), to deal
+ in the Software without restriction, including without limitation the rights
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ copies of the Software, and to permit persons to whom the Software is
+ furnished to do so, subject to the following conditions:
+
+ The above copyright notice and this permission notice shall be included in
+ all copies or substantial portions of the Software.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ THE SOFTWARE.
+
+*/
+
+#define BLEND_NONE 0
+#define BLEND_NORMAL 1
+#define BLEND_DOMINANT 2
+#define LUMINANCE_WEIGHT 1.0
+#define EQUAL_COLOR_TOLERANCE 30.0/255.0
+#define STEEP_DIRECTION_THRESHOLD 2.2
+#define DOMINANT_DIRECTION_THRESHOLD 3.6
+
+float DistYCbCr(vec3 pixA, vec3 pixB)
+{
+ const vec3 w = vec3(0.2627, 0.6780, 0.0593);
+ const float scaleB = 0.5 / (1.0 - w.b);
+ const float scaleR = 0.5 / (1.0 - w.r);
+ vec3 diff = pixA - pixB;
+ float Y = dot(diff.rgb, w);
+ float Cb = scaleB * (diff.b - Y);
+ float Cr = scaleR * (diff.r - Y);
+
+ return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
+}
+
+bool IsPixEqual(const vec3 pixA, const vec3 pixB)
+{
+ return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
+}
+
+float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
+{
+ vec2 P0 = center - origin;
+ vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
+ vec2 distv = P0 - proj;
+ vec2 orth = vec2(-direction.y, direction.x);
+ float side = sign(dot(P0, orth));
+ float v = side * length(distv * scale);
+
+// return step(0, v);
+ return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
+}
+
+layout(push_constant) uniform Push
+{
+ vec4 SourceSize;
+ vec4 OutputSize;
+} params;
+
+layout(std140, set = 0, binding = 0) uniform UBO
+{
+ mat4 MVP;
+} global;
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+
+void main()
+{
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+}
+
+#pragma stage fragment
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 0) out vec4 FragColor;
+layout(set = 0, binding = 2) uniform sampler2D Source;
+
+
+#define eq(a,b) (a == b)
+#define neq(a,b) (a != b)
+
+#define P(x,y) texture(Source, coord + params.SourceSize.zw * vec2(x, y)).rgb
+
+void main()
+{
+
+ //---------------------------------------
+ // Input Pixel Mapping: -|x|x|x|-
+ // x|A|B|C|x
+ // x|D|E|F|x
+ // x|G|H|I|x
+ // -|x|x|x|-
+
+ vec2 pos = fract(vTexCoord * params.SourceSize.xy) - vec2(0.5, 0.5);
+ vec2 coord = vTexCoord - pos * params.SourceSize.zw;
+
+ vec3 A = P(-1,-1);
+ vec3 B = P( 0,-1);
+ vec3 C = P( 1,-1);
+ vec3 D = P(-1, 0);
+ vec3 E = P( 0, 0);
+ vec3 F = P( 1, 0);
+ vec3 G = P(-1, 1);
+ vec3 H = P( 0, 1);
+ vec3 I = P( 1, 1);
+
+ // blendResult Mapping: x|y|
+ // w|z|
+ ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
+
+ // Preprocess corners
+ // Pixel Tap Mapping: -|-|-|-|-
+ // -|-|B|C|-
+ // -|D|E|F|x
+ // -|G|H|I|x
+ // -|-|x|x|-
+ if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
+ {
+ float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2,0)) + (4.0 * DistYCbCr(H, F));
+ float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2,1)) + (4.0 * DistYCbCr(E, I));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
+ blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+
+ // Pixel Tap Mapping: -|-|-|-|-
+ // -|A|B|-|-
+ // x|D|E|F|-
+ // x|G|H|I|-
+ // -|x|x|-|-
+ if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
+ {
+ float dist_G_E = DistYCbCr(P(-2,1) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1,2), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
+ float dist_D_H = DistYCbCr(P(-2,0) , G) + DistYCbCr(G, P(0,2)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
+ blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ // Pixel Tap Mapping: -|-|x|x|-
+ // -|A|B|C|x
+ // -|D|E|F|x
+ // -|-|H|I|-
+ // -|-|-|-|-
+ if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
+ {
+ float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1,-2)) + DistYCbCr(H, F) + DistYCbCr(F, P(2,-1)) + (4.0 * DistYCbCr(E, C));
+ float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0,-2), C) + DistYCbCr(C, P(2,0)) + (4.0 * DistYCbCr(B, F));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
+ blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ // Pixel Tap Mapping: -|x|x|-|-
+ // x|A|B|C|-
+ // x|D|E|F|-
+ // -|G|H|-|-
+ // -|-|-|-|-
+ if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
+ {
+ float dist_D_B = DistYCbCr(P(-2,0), A) + DistYCbCr(A, P(0,-2)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
+ float dist_A_E = DistYCbCr(P(-2,-1), D) + DistYCbCr(D, H) + DistYCbCr(P(-1,-2), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
+ bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
+ blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
+ }
+
+ FragColor = vec4(blendResult);
+
+ // Pixel Tap Mapping: -|-|-|-|-
+ // -|-|B|C|-
+ // -|D|E|F|x
+ // -|G|H|I|x
+ // -|-|x|x|-
+ if(blendResult.z == BLEND_DOMINANT || (blendResult.z == BLEND_NORMAL &&
+ !((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
+ (IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I)))))
+ {
+ FragColor.z += 4.0;
+
+ float dist_F_G = DistYCbCr(F, G);
+ float dist_H_C = DistYCbCr(H, C);
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G))
+ FragColor.z += 16.0;
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C))
+ FragColor.z += 64.0;
+ }
+
+ // Pixel Tap Mapping: -|-|-|-|-
+ // -|A|B|-|-
+ // x|D|E|F|-
+ // x|G|H|I|-
+ // -|x|x|-|-
+ if(blendResult.w == BLEND_DOMINANT || (blendResult.w == BLEND_NORMAL &&
+ !((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
+ (IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G)))))
+ {
+ FragColor.w += 4.0;
+
+ float dist_H_A = DistYCbCr(H, A);
+ float dist_D_I = DistYCbCr(D, I);
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A))
+ FragColor.w += 16.0;
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I))
+ FragColor.w += 64.0;
+ }
+
+ // Pixel Tap Mapping: -|-|x|x|-
+ // -|A|B|C|x
+ // -|D|E|F|x
+ // -|-|H|I|-
+ // -|-|-|-|-
+ if(blendResult.y == BLEND_DOMINANT || (blendResult.y == BLEND_NORMAL &&
+ !((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
+ (IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C)))))
+ {
+ FragColor.y += 4.0;
+
+ float dist_B_I = DistYCbCr(B, I);
+ float dist_F_A = DistYCbCr(F, A);
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I))
+ FragColor.y += 16.0;
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A))
+ FragColor.y += 64.0;
+ }
+
+ // Pixel Tap Mapping: -|x|x|-|-
+ // x|A|B|C|-
+ // x|D|E|F|-
+ // -|G|H|-|-
+ // -|-|-|-|-
+ if(blendResult.x == BLEND_DOMINANT || (blendResult.x == BLEND_NORMAL &&
+ !((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
+ (IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A)))))
+ {
+ FragColor.x += 4.0;
+
+ float dist_D_C = DistYCbCr(D, C);
+ float dist_B_G = DistYCbCr(B, G);
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C))
+ FragColor.x += 16.0;
+
+ if((STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G))
+ FragColor.x += 64.0;
+ }
+ FragColor /= 255.0;
+}
diff --git a/xbrz/shaders/xbrz-freescale-pass1.slang b/xbrz/shaders/xbrz-freescale-pass1.slang
new file mode 100644
index 0000000..347e7d0
--- /dev/null
+++ b/xbrz/shaders/xbrz-freescale-pass1.slang
@@ -0,0 +1,225 @@
+#version 450
+
+// xBRZ freescale
+// based on :
+
+// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
+//
+// This file is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 2 of the License, or
+// (at your option) any later version.
+//
+// This file is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with the this software. If not, see .
+
+
+/*
+ Hyllian's xBR-vertex code and texel mapping
+
+ Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
+
+ Permission is hereby granted, free of charge, to any person obtaining a copy
+ of this software and associated documentation files (the "Software"), to deal
+ in the Software without restriction, including without limitation the rights
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ copies of the Software, and to permit persons to whom the Software is
+ furnished to do so, subject to the following conditions:
+
+ The above copyright notice and this permission notice shall be included in
+ all copies or substantial portions of the Software.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+ THE SOFTWARE.
+
+*/
+
+#define BLEND_NONE 0
+#define BLEND_NORMAL 1
+#define BLEND_DOMINANT 2
+#define LUMINANCE_WEIGHT 1.0
+#define EQUAL_COLOR_TOLERANCE 30.0/255.0
+#define STEEP_DIRECTION_THRESHOLD 2.2
+#define DOMINANT_DIRECTION_THRESHOLD 3.6
+
+float DistYCbCr(vec3 pixA, vec3 pixB)
+{
+ const vec3 w = vec3(0.2627, 0.6780, 0.0593);
+ const float scaleB = 0.5 / (1.0 - w.b);
+ const float scaleR = 0.5 / (1.0 - w.r);
+ vec3 diff = pixA - pixB;
+ float Y = dot(diff.rgb, w);
+ float Cb = scaleB * (diff.b - Y);
+ float Cr = scaleR * (diff.r - Y);
+
+ return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
+}
+
+bool IsPixEqual(const vec3 pixA, const vec3 pixB)
+{
+ return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
+}
+
+float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
+{
+ vec2 P0 = center - origin;
+ vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
+ vec2 distv = P0 - proj;
+ vec2 orth = vec2(-direction.y, direction.x);
+ float side = sign(dot(P0, orth));
+ float v = side * length(distv * scale);
+
+// return step(0, v);
+ return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
+}
+
+layout(push_constant) uniform Push
+{
+ vec4 OriginalSize;
+ vec4 OutputSize;
+} params;
+
+layout(std140, set = 0, binding = 0) uniform UBO
+{
+ mat4 MVP;
+} global;
+
+#pragma stage vertex
+layout(location = 0) in vec4 Position;
+layout(location = 1) in vec2 TexCoord;
+layout(location = 0) out vec2 vTexCoord;
+
+void main()
+{
+ gl_Position = global.MVP * Position;
+ vTexCoord = TexCoord;
+}
+
+#pragma stage fragment
+layout(location = 0) in vec2 vTexCoord;
+layout(location = 0) out vec4 FragColor;
+layout(set = 0, binding = 2) uniform sampler2D Source;
+layout(set = 0, binding = 3) uniform sampler2D Original;
+
+
+#define eq(a,b) (a == b)
+#define neq(a,b) (a != b)
+
+#define P(x,y) texture(Original, coord + params.OriginalSize.zw * vec2(x, y)).rgb
+
+void main()
+{
+
+ //---------------------------------------
+ // Input Pixel Mapping: -|B|-
+ // D|E|F
+ // -|H|-
+
+ vec2 scale = params.OutputSize.xy * params.OriginalSize.zw;
+ vec2 pos = fract(vTexCoord * params.OriginalSize.xy) - vec2(0.5, 0.5);
+ vec2 coord = vTexCoord - pos * params.OriginalSize.zw;
+
+ vec3 B = P( 0,-1);
+ vec3 D = P(-1, 0);
+ vec3 E = P( 0, 0);
+ vec3 F = P( 1, 0);
+ vec3 H = P( 0, 1);
+
+ vec4 info = floor(texture(Source, coord) * 255.0 + 0.5);
+
+ // info Mapping: x|y|
+ // w|z|
+
+ vec4 blendResult = floor(mod(info, 4.0));
+ vec4 doLineBlend = floor(mod(info / 4.0, 4.0));
+ vec4 haveShallowLine = floor(mod(info / 16.0, 4.0));
+ vec4 haveSteepLine = floor(mod(info / 64.0, 4.0));
+
+ vec3 res = E;
+
+ // Pixel Tap Mapping: -|-|-
+ // -|E|F
+ // -|H|-
+
+ if(blendResult.z > BLEND_NONE)
+ {
+ vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
+ vec2 direction = vec2(1.0, -1.0);
+ if(doLineBlend.z > 0.0)
+ {
+ origin = haveShallowLine.z > 0.0? vec2(0.0, 0.25) : vec2(0.0, 0.5);
+ direction.x += haveShallowLine.z;
+ direction.y -= haveSteepLine.z;
+ }
+
+ vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
+ res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
+ }
+
+ // Pixel Tap Mapping: -|-|-
+ // D|E|-
+ // -|H|-
+ if(blendResult.w > BLEND_NONE)
+ {
+ vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
+ vec2 direction = vec2(1.0, 1.0);
+ if(doLineBlend.w > 0.0)
+ {
+ origin = haveShallowLine.w > 0.0? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
+ direction.y += haveShallowLine.w;
+ direction.x += haveSteepLine.w;
+ }
+
+ vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
+ res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
+ }
+
+ // Pixel Tap Mapping: -|B|-
+ // -|E|F
+ // -|-|-
+ if(blendResult.y > BLEND_NONE)
+ {
+ vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
+ vec2 direction = vec2(-1.0, -1.0);
+
+ if(doLineBlend.y > 0.0)
+ {
+ origin = haveShallowLine.y > 0.0? vec2(0.25, 0.0) : vec2(0.5, 0.0);
+ direction.y -= haveShallowLine.y;
+ direction.x -= haveSteepLine.y;
+ }
+
+ vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
+ res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
+ }
+
+ // Pixel Tap Mapping: -|B|-
+ // D|E|-
+ // -|-|-
+ if(blendResult.x > BLEND_NONE)
+ {
+ vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
+ vec2 direction = vec2(-1.0, 1.0);
+ if(doLineBlend.x > 0.0)
+ {
+ origin = haveShallowLine.x > 0.0? vec2(0.0, -0.25) : vec2(0.0, -0.5);
+ direction.x -= haveShallowLine.x;
+ direction.y += haveSteepLine.x;
+ }
+
+ vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
+ res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
+ }
+
+ FragColor = vec4(res, 1.0);
+}
diff --git a/xbrz/xbrz-freescale-multipass.slangp b/xbrz/xbrz-freescale-multipass.slangp
new file mode 100644
index 0000000..ad621ec
--- /dev/null
+++ b/xbrz/xbrz-freescale-multipass.slangp
@@ -0,0 +1,11 @@
+shaders = 2
+
+shader0 = shaders/xbrz-freescale-pass0.slang
+filter_linear0 = false
+scale_type0 = source
+scale0 = 1.0
+
+shader1 = shaders/xbrz-freescale-pass1.slang
+filter_linear1 = false
+scale_type1 = viewport
+scale1 = 1.0