mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
add sharpsmoother, aa-shader-4.0-level2 shaders and presets
This commit is contained in:
parent
046904ea99
commit
f0bcd4ad50
15
anti-aliasing/aa-shader-4.0-level12.slangp
Normal file
15
anti-aliasing/aa-shader-4.0-level12.slangp
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shaders = 2
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shader0 = shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 2.0
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shader1 = shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 2.0
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shader2 = ../sharpen/shaders/adaptive-sharpen.slang
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filter_linear2 = false
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scale_type_2 = source
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#version 450
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/*
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Copyright (C) 2016 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 AAOFFSET;
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} params;
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#pragma parameter AAOFFSET "AA offset first pass" 1.0 0.25 2.0 0.05
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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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#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 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 * 1.000001;
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}
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#pragma stage fragment
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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(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 tex = vTexCoord;
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vec2 texsize = params.SourceSize.xy;
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float dx = params.AAOFFSET/texsize.x;
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float dy = params.AAOFFSET/texsize.y;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec4 yx = vec4 ( dx, dy, -dx, -dy);
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vec4 xh = yx*vec4(4.0,1.5,4.0,1.5);
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vec4 yv = yx*vec4(1.5,4.0,1.5,4.0);
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vec3 c11 = texture(Source, tex ).xyz;
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vec3 s00 = texture(Source, tex + yx.zw).xyz;
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vec3 s20 = texture(Source, tex + yx.xw).xyz;
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vec3 s22 = texture(Source, tex + yx.xy).xyz;
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vec3 s02 = texture(Source, tex + yx.zy).xyz;
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vec3 h00 = texture(Source, tex + xh.zw).xyz;
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vec3 h20 = texture(Source, tex + xh.xw).xyz;
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vec3 h22 = texture(Source, tex + xh.xy).xyz;
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vec3 h02 = texture(Source, tex + xh.zy).xyz;
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vec3 v00 = texture(Source, tex + yv.zw).xyz;
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vec3 v20 = texture(Source, tex + yv.xw).xyz;
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vec3 v22 = texture(Source, tex + yv.xy).xyz;
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vec3 v02 = texture(Source, tex + yv.zy).xyz;
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float m1=1.0/(dot(abs(s00-s22),dt)+0.00001);
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float m2=1.0/(dot(abs(s02-s20),dt)+0.00001);
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float h1=1.0/(dot(abs(s00-h22),dt)+0.00001);
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float h2=1.0/(dot(abs(s02-h20),dt)+0.00001);
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float h3=1.0/(dot(abs(h00-s22),dt)+0.00001);
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float h4=1.0/(dot(abs(h02-s20),dt)+0.00001);
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float v1=1.0/(dot(abs(s00-v22),dt)+0.00001);
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float v2=1.0/(dot(abs(s02-v20),dt)+0.00001);
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float v3=1.0/(dot(abs(v00-s22),dt)+0.00001);
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float v4=1.0/(dot(abs(v02-s20),dt)+0.00001);
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vec3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2);
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vec3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4);
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vec3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4);
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float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001);
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float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001);
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float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001);
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FragColor = vec4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0);
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}
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#version 450
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/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 AAOFFSET2;
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} params;
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#pragma parameter AAOFFSET2 "AA offset second pass" 0.5 0.25 2.0 0.05
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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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#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 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 * 1.00001;
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}
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#pragma stage fragment
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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(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec2 texsize = params.SourceSize.xy;
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float dx = pow(texsize.x, -1.0) * params.AAOFFSET2;
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float dy = pow(texsize.y, -1.0) * params.AAOFFSET2;
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vec3 dt = vec3(1.0, 1.0, 1.0);
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vec2 UL = vTexCoord.xy + vec2(-dx,-dy);
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vec2 UR = vTexCoord.xy + vec2(dx,-dy);
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vec2 DL = vTexCoord.xy + vec2(-dx, dy);
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vec2 DR = vTexCoord.xy + vec2(dx, dy);
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vec3 c00 = texture(Source, UL).xyz;
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vec3 c20 = texture(Source, UR).xyz;
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vec3 c02 = texture(Source, DL).xyz;
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vec3 c22 = texture(Source, DR).xyz;
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float m1=dot(abs(c00-c22),dt)+0.001;
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float m2=dot(abs(c02-c20),dt)+0.001;
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FragColor = vec4((m1*(c02+c20)+m2*(c22+c00))/(2.0*(m1+m2)),1.0);
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}
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112
blurs/sharpsmoother.slang
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112
blurs/sharpsmoother.slang
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#version 450
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/*
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Sharpsmoother shader
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Copyright (C) 2005-2017 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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 max_w;
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float min_w;
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float smoot;
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float lumad;
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float mtric;
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} params;
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#pragma parameter max_w "Max filter weight" 0.10 0.00 0.20 0.01
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#pragma parameter min_w "Min filter weight" -0.07 -0.15 0.05 0.01
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#pragma parameter smoot "Smoothing strength" 0.55 0.00 1.50 0.01
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#pragma parameter lumad "Effects smoothing" 0.30 0.10 5.00 0.10
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#pragma parameter mtric "The metric we use" 0.70 0.10 2.00 0.10
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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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vec3 dt = vec3(1.0, 1.0, 1.0);
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float wt(vec3 A, vec3 B)
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{
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return clamp(params.smoot - ((6.0+params.lumad)/pow(3.0,params.mtric))*pow(dot(pow(abs(A-B),vec3(1.0/params.mtric)),dt),params.mtric)/(dot(A+B,dt)+params.lumad), params.min_w, params.max_w);
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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 vTexCoord;
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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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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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float x = 1.0 * (1.0 / params.SourceSize.x);
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float y = 1.0 * (1.0 / params.SourceSize.y);
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vec2 dg1 = vec2( x, y);
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vec2 dg2 = vec2(-x, y);
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vec2 dx = vec2(x, 0.0);
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vec2 dy = vec2(0.0, y);
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t1 = vec4(vTexCoord.xy-dg1,vTexCoord.xy-dy);
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t2 = vec4(vTexCoord.xy-dg2,vTexCoord.xy+dx);
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t3 = vec4(vTexCoord.xy+dg1,vTexCoord.xy+dy);
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t4 = vec4(vTexCoord.xy+dg2,vTexCoord.xy-dx);
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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 = 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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vec3 c00 = texture(Source, t1.xy).xyz;
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vec3 c10 = texture(Source, t1.zw).xyz;
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vec3 c20 = texture(Source, t2.xy).xyz;
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vec3 c01 = texture(Source, t4.zw).xyz;
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vec3 c11 = texture(Source, vTexCoord.xy).xyz;
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vec3 c21 = texture(Source, t2.zw).xyz;
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vec3 c02 = texture(Source, t4.xy).xyz;
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vec3 c12 = texture(Source, t3.zw).xyz;
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vec3 c22 = texture(Source, t3.xy).xyz;
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float w10 = wt(c11,c10);
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float w21 = wt(c11,c21);
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float w12 = wt(c11,c12);
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float w01 = wt(c11,c01);
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float w00 = wt(c11,c00)*0.75;
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float w22 = wt(c11,c22)*0.75;
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float w20 = wt(c11,c20)*0.75;
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float w02 = wt(c11,c02)*0.75;
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FragColor = vec4(w10*c10+w21*c21+w12*c12+w01*c01+w00*c00+w22*c22+w20*c20+w02*c02+(1.0-w10-w21-w12-w01-w00-w22-w20-w02)*c11, 1.0);
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}
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60
presets/xsoft+scalefx-level2aa+sharpsmoother.slangp
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60
presets/xsoft+scalefx-level2aa+sharpsmoother.slangp
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shaders = 10
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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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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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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-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-pass3.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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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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shader6 = ../blurs/sharpsmoother.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 = false
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scale_type7 = source
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scale7 = 2.0
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shader8 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass1.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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shader9 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang
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filter_linear9 = true
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scale_type9 = source
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scale9 = 1.0
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parameters = "JINC2_AR_STRENGTH;JINC2_WINDOW_SINC;JINC2_SINC;SFX_SAA;SFX_CLR"
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JINC2_AR_STRENGTH = 0.30
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JINC2_WINDOW_SINC = 0.55
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JINC2_SINC = 0.95
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SFX_SAA = 0.00
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SFX_CLR = 0.60
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47
presets/xsoft+scalefx-level2aa.slangp
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47
presets/xsoft+scalefx-level2aa.slangp
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shaders = 8
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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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shader1 = ../scalefx/shaders/scalefx-pass1.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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shader2 = ../scalefx/shaders/scalefx-pass2.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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shader3 = ../scalefx/shaders/scalefx-pass3.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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filter_linear4 = false
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scale_type4 = source
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scale4 = 3.0
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shader5 = ../stock.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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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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scale_type6 = source
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scale6 = 1.0
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shader7 = ../anti-aliasing/shaders/aa-shader-4.0-level2/aa-shader-4.0-level2-pass2.slang
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filter_linear7 = true
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scale_type7 = source
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scale7 = 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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