mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 15:51:30 +11:00
update scalefx and presets to allow shaders in front; closes #80
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parent
ba1dbc1e1a
commit
b54b0b29df
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@ -1,35 +1,40 @@
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// This shader requires 16:9 aspect ratio
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// and integer scaling OFF
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shaders = 6
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shaders = 7
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shader0 = ../scalefx/shaders/scalefx-pass0.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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float_framebuffer0 = true
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shader0 = ../stock.slang
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alias0 = refpass
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filter_linear0 = "false"
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shader1 = ../scalefx/shaders/scalefx-pass1.slang
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shader1 = ../scalefx/shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = ../scalefx/shaders/scalefx-pass2.slang
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shader2 = ../scalefx/shaders/scalefx-pass1.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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float_framebuffer2 = true
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shader3 = ../scalefx/shaders/scalefx-pass3.slang
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shader3 = ../scalefx/shaders/scalefx-pass2.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.slang
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shader4 = ../scalefx/shaders/scalefx-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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alias4 = Ref
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scale4 = 1.0
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shader5 = shaders/ds-hybrid-view.slang
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filter_linear5 = true
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shader5 = ../scalefx/shaders/scalefx-pass4.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 3.0
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alias5 = Ref
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shader6 = shaders/ds-hybrid-view.slang
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filter_linear6 = true
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@ -4,12 +4,14 @@ shader0 = ../windowed/shaders/jinc2.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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alias0 = refpass
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shader1 = ../scalefx/shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = ../scalefx/shaders/scalefx-pass1.slang
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filter_linear2 = false
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@ -1,47 +1,51 @@
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shaders = 8
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shaders = 9
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shader0 = ../scalefx/shaders/scalefx-pass0.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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float_framebuffer0 = true
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shader0 = ../stock.slang
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alias0 = refpass
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shader1 = ../scalefx/shaders/scalefx-pass1.slang
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shader1 = ../scalefx/shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = ../scalefx/shaders/scalefx-pass2.slang
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shader2 = ../scalefx/shaders/scalefx-pass1.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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float_framebuffer2 = true
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shader3 = ../scalefx/shaders/scalefx-pass3.slang
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shader3 = ../scalefx/shaders/scalefx-pass2.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = ../scalefx/shaders/scalefx-pass4.slang
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shader4 = ../scalefx/shaders/scalefx-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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scale4 = 1.0
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shader5 = ../stock.slang
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shader5 = ../scalefx/shaders/scalefx-pass4.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 2.0
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scale5 = 3.1
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shader6 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang
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filter_linear6 = true
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shader6 = ../stock.slang
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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scale6 = 2.0
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shader7 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang
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shader7 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang
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filter_linear7 = true
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scale_type7 = source
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scale7 = 1.0
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shader8 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang
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filter_linear8 = true
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scale_type8 = source
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scale8 = 1.0
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parameters = "SFX_CLR;SFX_SAA"
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SFX_SAA = 0.00
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SFX_CLR = 0.60
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@ -1,41 +1,46 @@
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shaders = 8
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shaders = 9
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shader0 = shaders/scalefx-pass0.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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float_framebuffer0 = true
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shader0 = ../stock.slang
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alias0 = refpass
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filter_linear0 = "false"
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shader1 = shaders/scalefx-pass1.slang
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shader1 = shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = shaders/scalefx-pass2.slang
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shader2 = shaders/scalefx-pass1.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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float_framebuffer2 = true
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shader3 = shaders/scalefx-pass3.slang
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shader3 = shaders/scalefx-pass2.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = shaders/scalefx-pass4.slang
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shader4 = shaders/scalefx-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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scale4 = 1.0
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shader5 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.slang
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shader5 = shaders/scalefx-pass4.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 1.0
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scale5 = 3.0
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shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.slang
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shader6 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass0.slang
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filter_linear6 = false
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scale_type6 = source
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scale6 = 1.0
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shader7 = ../stock.slang
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filter_linear7 = true
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shader7 = ../anti-aliasing/shaders/reverse-aa-post3x/reverse-aa-post3x-pass1.slang
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filter_linear7 = false
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scale_type7 = source
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scale7 = 1.0
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shader8 = ../stock.slang
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filter_linear8 = true
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@ -1,31 +1,36 @@
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shaders = 5
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shaders = 6
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shader0 = shaders/scalefx-pass0.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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float_framebuffer0 = true
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shader0 = ../stock.slang
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alias0 = refpass
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filter_linear0 = "false"
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shader1 = shaders/scalefx-pass1.slang
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shader1 = shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = shaders/scalefx-pass2.slang
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shader2 = shaders/scalefx-pass1.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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float_framebuffer2 = true
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shader3 = shaders/scalefx-pass3.slang
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shader3 = shaders/scalefx-pass2.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = shaders/scalefx-pass4-hybrid.slang
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shader4 = shaders/scalefx-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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scale4 = 1.0
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shader5 = shaders/scalefx-pass4-hybrid.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 3.0
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parameters = "SFX_SAA"
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SFX_SAA = "0.0"
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@ -1,28 +1,33 @@
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shaders = 5
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shaders = 6
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shader0 = shaders/scalefx-pass0.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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float_framebuffer0 = true
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shader0 = ../stock.slang
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alias0 = refpass
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filter_linear0 = "false"
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shader1 = shaders/scalefx-pass1.slang
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shader1 = shaders/scalefx-pass0.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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float_framebuffer1 = true
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alias1 = scalefx_pass0
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shader2 = shaders/scalefx-pass2.slang
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shader2 = shaders/scalefx-pass1.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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float_framebuffer2 = true
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shader3 = shaders/scalefx-pass3.slang
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shader3 = shaders/scalefx-pass2.slang
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filter_linear3 = false
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scale_type3 = source
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scale3 = 1.0
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shader4 = shaders/scalefx-pass4.slang
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shader4 = shaders/scalefx-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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scale4 = 1.0
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shader5 = shaders/scalefx-pass4.slang
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filter_linear5 = false
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scale_type5 = source
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scale5 = 3.0
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@ -60,7 +60,7 @@ 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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vTexCoord = TexCoord*1.0001;;
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}
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@ -68,7 +68,7 @@ void main()
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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(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D PassOutput0;
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layout(binding = 2) uniform sampler2D scalefx_pass0;
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#define LE(x, y) (1 - step(y, x))
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@ -99,7 +99,7 @@ void main()
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*/
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#define TEXm(x, y) textureOffset(PassOutput0, vTexCoord, ivec2(x, y))
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#define TEXm(x, y) textureOffset(scalefx_pass0, vTexCoord, ivec2(x, y))
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#define TEXs(x, y) textureOffset(Source, vTexCoord, ivec2(x, y))
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@ -73,7 +73,7 @@ void main()
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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(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D Original;
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layout(binding = 2) uniform sampler2D refpass;
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// extract corners
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@ -131,7 +131,7 @@ void main()
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vec3 res = fp.y == 0 ? (fp.x == 0 ? vec3(crn.x, hc.y, vc.w) : fp.x == 1 ? vec3(mid.x, 0, vm.z) : vec3(crn.y, hc.x, vc.z)) : (fp.y == 1 ? (fp.x == 0 ? vec3(mid.w, hm.y, 0) : fp.x == 1 ? vec3(0) : vec3(mid.y, hm.w, 0)) : (fp.x == 0 ? vec3(crn.w, hc.z, vc.x) : fp.x == 1 ? vec3(mid.z, 0, vm.x) : vec3(crn.z, hc.w, vc.y)));
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#define TEX(x, y) textureOffset(Original, vTexCoord, ivec2(x, y)).rgb
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#define TEX(x, y) textureOffset(refpass, vTexCoord, ivec2(x, y)).rgb
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// reverseAA
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vec3 E0 = TEX( 0, 0);
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@ -70,7 +70,7 @@ void main()
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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(binding = 1) uniform sampler2D Source;
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layout(binding = 2) uniform sampler2D Original;
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layout(binding = 2) uniform sampler2D refpass;
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// extract corners
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@ -110,5 +110,5 @@ void main()
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vec2 res = sp == 0 ? vec2(0,0) : sp == 1 ? vec2(-1,0) : sp == 2 ? vec2(-2,0) : sp == 3 ? vec2(1,0) : sp == 4 ? vec2(2,0) : sp == 5 ? vec2(0,-1) : sp == 6 ? vec2(0,-2) : sp == 7 ? vec2(0,1) : vec2(0,2);
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// ouput
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FragColor = texture(Original, vTexCoord + res / params.SourceSize.xy);
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FragColor = texture(refpass, vTexCoord + res / params.SourceSize.xy);
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}
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