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blind port of xbr-lv2.glsl
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xbr/shaders/xbr-lv2.slang
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272
xbr/shaders/xbr-lv2.slang
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#version 450
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/*
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Hyllian's xBR-lv2 Shader
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Copyright (C) 2011-2015 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the
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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
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THE 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
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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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 XBR_Y_WEIGHT;
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float XBR_EQ_THRESHOLD;
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float XBR_LV1_COEFFICIENT;
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float XBR_LV2_COEFFICIENT;
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} params;
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#pragma parameter XBR_Y_WEIGHT "Y Weight" 48.0 0.0 100.0 1.0
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#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 15.0 0.0 50.0 1.0
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#pragma parameter XBR_LV1_COEFFICIENT "Lv1 Coefficient" 0.5 0.0 30.0 0.5
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#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
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#define XBR_Y_WEIGHT params.XBR_Y_WEIGHT
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define XBR_LV1_COEFFICIENT params.XBR_LV1_COEFFICIENT
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#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
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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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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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//#define CORNER_D
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#ifndef CORNER_A
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#define SMOOTH_TIPS
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#endif
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#define XBR_SCALE 3.0
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#define lv2_cf XBR_LV2_COEFFICIENT
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const float coef = 2.0;
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const vec3 rgbw = vec3(14.352, 28.176, 5.472);
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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const vec4 delta = vec4(1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE, 1.0/XBR_SCALE);
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const vec4 delta_l = vec4(0.5/XBR_SCALE, 1.0/XBR_SCALE, 0.5/XBR_SCALE, 1.0/XBR_SCALE);
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const vec4 delta_u = delta_l.yxwz;
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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// Difference between vector components.
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vec4 df(vec4 A, vec4 B)
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{
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return vec4(abs(A-B));
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B)
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{
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return vec4(notEqual(A, B));
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}
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// Determine if two vector components are equal based on a threshold.
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vec4 eq(vec4 A, vec4 B)
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{
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return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(vec4 A, vec4 B)
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{
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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// Weighted distance.
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vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
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{
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return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
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}
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float c_df(vec3 c1, vec3 c2)
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{
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vec3 df = abs(c1 - c2);
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return df.r + df.g + df.b;
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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 texCoord;
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layout(location = 1) out vec4 t1;
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layout(location = 2) out vec4 t2;
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layout(location = 3) out vec4 t3;
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layout(location = 4) out vec4 t4;
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layout(location = 5) out vec4 t5;
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layout(location = 6) out vec4 t6;
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layout(location = 7) out vec4 t7;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texCoord;
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layout(location = 1) in vec4 t1;
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layout(location = 2) in vec4 t2;
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layout(location = 3) in vec4 t3;
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layout(location = 4) in vec4 t4;
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layout(location = 5) in vec4 t5;
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layout(location = 6) in vec4 t6;
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layout(location = 7) in vec4 t7;
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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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vec4 edri, edr, edr_l, edr_u, px; // px = pixel, edr = edge detection rule
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vec4 irlv0, irlv1, irlv2l, irlv2u, block_3d;
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vec4 fx, fx_l, fx_u; // inequations of straight lines.
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vec2 fp = fract(texCoord*params.SourceSize.xy);
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vec3 A1 = texture(Source, t1.xw ).xyz;
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vec3 B1 = texture(Source, t1.yw ).xyz;
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vec3 C1 = texture(Source, t1.zw ).xyz;
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vec3 A = texture(Source, t2.xw ).xyz;
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vec3 B = texture(Source, t2.yw ).xyz;
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vec3 C = texture(Source, t2.zw ).xyz;
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vec3 D = texture(Source, t3.xw ).xyz;
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vec3 E = texture(Source, t3.yw ).xyz;
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vec3 F = texture(Source, t3.zw ).xyz;
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vec3 G = texture(Source, t4.xw ).xyz;
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vec3 H = texture(Source, t4.yw ).xyz;
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vec3 I = texture(Source, t4.zw ).xyz;
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vec3 G5 = texture(Source, t5.xw ).xyz;
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vec3 H5 = texture(Source, t5.yw ).xyz;
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vec3 I5 = texture(Source, t5.zw ).xyz;
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vec3 A0 = texture(Source, t6.xy ).xyz;
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vec3 D0 = texture(Source, t6.xz ).xyz;
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vec3 G0 = texture(Source, t6.xw ).xyz;
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vec3 C4 = texture(Source, t7.xy ).xyz;
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vec3 F4 = texture(Source, t7.xz ).xyz;
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vec3 I4 = texture(Source, t7.xw ).xyz;
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vec4 b = vec4(dot(B ,rgbw), dot(D ,rgbw), dot(H ,rgbw), dot(F ,rgbw));
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vec4 c = vec4(dot(C ,rgbw), dot(A ,rgbw), dot(G ,rgbw), dot(I ,rgbw));
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vec4 d = b.yzwx;
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vec4 e = vec4(dot(E,rgbw));
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vec4 f = b.wxyz;
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vec4 g = c.zwxy;
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vec4 h = b.zwxy;
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vec4 i = c.wxyz;
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vec4 i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));
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vec4 i5 = vec4(dot(I5,rgbw), dot(C4,rgbw), dot(A1,rgbw), dot(G0,rgbw));
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vec4 h5 = vec4(dot(H5,rgbw), dot(F4,rgbw), dot(B1,rgbw), dot(D0,rgbw));
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vec4 f4 = h5.yzwx;
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// These inequations define the line below which interpolation occurs.
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fx = (Ao*fp.y+Bo*fp.x);
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fx_l = (Ax*fp.y+Bx*fp.x);
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fx_u = (Ay*fp.y+By*fp.x);
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irlv1 = irlv0 = diff(e,f) * diff(e,h);
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#ifdef CORNER_B
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irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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#endif
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#ifdef CORNER_D
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vec4 c1 = i4.yzwx;
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vec4 g0 = i5.wxyz;
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irlv1 = (irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0)));
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#endif
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#ifdef CORNER_C
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irlv1 = (irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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#endif
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irlv2l = diff(e,g) * diff(d,g);
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irlv2u = diff(e,c) * diff(b,c);
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vec4 fx45i = clamp((fx + delta -Co - Ci)/(2.0*delta ), 0.0, 1.0);
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vec4 fx45 = clamp((fx + delta -Co )/(2.0*delta ), 0.0, 1.0);
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vec4 fx30 = clamp((fx_l + delta_l -Cx )/(2.0*delta_l), 0.0, 1.0);
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vec4 fx60 = clamp((fx_u + delta_u -Cy )/(2.0*delta_u), 0.0, 1.0);
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vec4 wd1 = wd( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = wd( h, d, i5, f, i4, b, e, i);
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edri = step(wd1, wd2) * irlv0;
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edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
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edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
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edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
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fx45 = edr * fx45;
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fx30 = edr_l * fx30;
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fx60 = edr_u * fx60;
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fx45i = edri * fx45i;
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px = step(df(e,f), df(e,h));
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#ifdef SMOOTH_TIPS
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vec4 maximos = max(max(fx30, fx60), max(fx45, fx45i));
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#endif
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#ifndef SMOOTH_TIPS
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vec4 maximos = max(max(fx30, fx60), fx45);
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#endif
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vec3 res1 = E;
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res1 = mix(res1, mix(H, F, px.x), maximos.x);
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res1 = mix(res1, mix(B, D, px.z), maximos.z);
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vec3 res2 = E;
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res2 = mix(res2, mix(F, B, px.y), maximos.y);
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res2 = mix(res2, mix(D, H, px.w), maximos.w);
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vec3 res = mix(res1, res2, step(c_df(E, res1), c_df(E, res2)));
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FragColor = vec4(res, 1.0);
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}
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5
xbr/xbr-lv2.slangp
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5
xbr/xbr-lv2.slangp
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@ -0,0 +1,5 @@
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shaders = 1
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shader0 = "shaders/xbr-lv2.slang"
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filter_linear0 = false
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scale_type_0 = source
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