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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
Update subpixel_masks.h
fix broken yellow pixel(!) and add early returns (might speed things up slightly, dunno). Also add an explanatory comment at the top, add a 0 value for passthru/no mask and a sanity check that returns a passthru/no mask for any unexpected value.
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@ -1,22 +1,54 @@
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/*
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A collection of CRT mask effects that work with LCD subpixel structures for
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small details
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author: hunterk
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license: public domain
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How to use it:
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Multiply your image by the vec3 output:
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FragColor.rgb *= mask_weights(gl_FragCoord.xy, 1.0, 1);
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The function needs to be tiled across the screen using the physical pixels, e.g.
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gl_FragCoord (the "vec2 coord" input). In the case of slang shaders, we use
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(vTexCoord.st * OutputSize.xy).
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The "mask_intensity" (float value between 0.0 and 1.0) is how strong the mask
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effect should be. Full-strength red, green and blue subpixels on a white pixel
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are the ideal, and are achieved with an intensity of 1.0, though this darkens
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the image significantly and may not always be desirable.
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The "phosphor_layout" (int value between 0 and 19) determines which phophor
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layout to apply. 0 is no mask/passthru.
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Many of these mask arrays are adapted from cgwg's crt-geom-deluxe LUTs, and
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those have their filenames included for easy identification
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*/
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vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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vec3 weights = vec3(1.,1.,1.);
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float intens = 1.;
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float inv = 1.-mask_intensity;
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vec3 green = vec3(inv, intens, inv);
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vec3 magenta = vec3(intens,inv,intens);
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vec3 black = vec3(inv,inv,inv);
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vec3 red = vec3(intens,inv,inv);
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vec3 yellow = vec3(intens,inv,intens);
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vec3 cyan = vec3(inv,intens,intens);
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vec3 blue = vec3(inv,inv,intens);
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float on = 1.;
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float off = 1.-mask_intensity;
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vec3 red = vec3(on, off, off);
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vec3 green = vec3(off, on, off);
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vec3 blue = vec3(off, off, on );
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vec3 magenta = vec3(on, off, on );
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vec3 yellow = vec3(on, on, off);
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vec3 cyan = vec3(off, on, on );
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vec3 black = vec3(off, off, off);
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int w, z = 0;
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// This pattern is used by a few layouts, so we'll define it here
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vec3 aperture_weights = mix(magenta, green, floor(mod(coord.x, 2.0)));
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if(phosphor_layout == 0) return weights;
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if(phosphor_layout == 1){
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else if(phosphor_layout == 1){
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// classic aperture for RGB panels; good for 1080p, too small for 4K+
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// aka aperture_1_2_bgr
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weights = aperture_weights;
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return weights;
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}
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else if(phosphor_layout == 2){
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@ -24,6 +56,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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// aka delta_1_2x1_bgr
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vec3 inverse_aperture = mix(green, magenta, floor(mod(coord.x, 2.0)));
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weights = mix(aperture_weights, inverse_aperture, floor(mod(coord.y, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 3){
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@ -42,17 +75,20 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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if(phosphor_layout == 4){
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else if(phosphor_layout == 4){
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// classic aperture for RBG panels; good for 1080p, too small for 4K+
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weights = mix(yellow, blue, floor(mod(coord.x, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 5){
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// 2x2 shadow mask for RBG panels; good for 1080p, too small for 4K+
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vec3 inverse_aperture = mix(blue, yellow, floor(mod(coord.x, 2.0)));
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weights = mix(mix(yellow, blue, floor(mod(coord.x, 2.0))), inverse_aperture, floor(mod(coord.y, 2.0)));
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return weights;
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}
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else if(phosphor_layout == 6){
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@ -62,6 +98,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 4.0)));
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weights = ap4[z];
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return weights;
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}
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else if(phosphor_layout == 7){
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@ -71,6 +108,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 5.0)));
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weights = ap3[z];
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return weights;
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}
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else if(phosphor_layout == 8){
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@ -81,6 +119,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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w = int(floor(mod(coord.x, 7.)));
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weights = big_ap[w];
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return weights;
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}
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else if(phosphor_layout == 9){
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@ -92,6 +131,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rgb[w];
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return weights;
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}
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else if(phosphor_layout == 10){
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@ -102,6 +142,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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w = int(floor(mod(coord.x, 4.)));
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weights = big_ap_rbg[w];
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return weights;
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}
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else if(phosphor_layout == 11){
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@ -115,6 +156,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta1[w][z];
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return weights;
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}
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else if(phosphor_layout == 12){
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@ -128,6 +170,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 13){
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@ -143,6 +186,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 4.0)));
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weights = delta[w][z];
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return weights;
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}
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else if(phosphor_layout == 14){
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@ -153,14 +197,12 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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{black, black, black, magenta, green, black}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 6.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 15){
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@ -176,6 +218,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 8.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 16){
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@ -186,14 +229,12 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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{black, black, yellow, blue}
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};
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// find the vertical index
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w = int(floor(mod(coord.y, 3.0)));
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// find the horizontal index
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z = int(floor(mod(coord.x, 4.0)));
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// use the indexes to find which color to apply to the current pixel
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weights = slotmask[w][z];
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return weights;
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}
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else if(phosphor_layout == 17){
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@ -209,6 +250,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 18){
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@ -224,6 +266,7 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 10.0)));
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weights = slot2[w][z];
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return weights;
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}
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else if(phosphor_layout == 19){
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@ -241,7 +284,8 @@ vec3 mask_weights(vec2 coord, float mask_intensity, int phosphor_layout){
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z = int(floor(mod(coord.x, 14.0)));
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weights = slot[w][z];
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return weights;
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}
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return weights;
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}
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else return weights;
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}
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