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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
add aann and sharp-bilinear and broken pixellate
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retro/aann.slangp
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5
retro/aann.slangp
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shaders = 1
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shader0 = "shaders/aann.slang"
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filter_linear0 = true
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scale_type_0 = source
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105
retro/shaders/aann.slang
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105
retro/shaders/aann.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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// AntiAliased Nearest Neighbor
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// by jimbo1qaz and wareya
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#define NOT(fl) (1-fl)
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#define YES(fl) fl
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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;
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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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vec4 vpow(vec4 n, float e)
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{
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return vec4(pow(n.x, e), pow(n.y, e), pow(n.z, e), pow(n.w, e));
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}
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vec4 getLQV(vec3 mine) {
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return vec4
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( mine.r
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, mine.g
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, mine.b
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,(mine.r + mine.g + mine.b)/3.0);
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}
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vec3 fromLQV(vec4 mine) {
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float f = mine.w/(mine.r + mine.g + mine.b)*3.0;
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return vec3(mine.rgb)*f;
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}
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vec3 percent(float ssize, float tsize, float coord) {
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float minfull = (coord*tsize - 0.5) /tsize*ssize;
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float maxfull = (coord*tsize + 0.5) /tsize*ssize;
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float realfull = floor(maxfull);
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if (minfull > realfull) {
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return vec3(1, (realfull+0.5)/ssize, (realfull+0.5)/ssize);
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}
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return vec3(
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(maxfull - realfull) / (maxfull - minfull),
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(realfull-0.5) / ssize,
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(realfull+0.5) / ssize
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);
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}
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void main()
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{
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float cheapsrgb = 2.1;
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float gamma = 3.0;
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vec3 xstuff = percent(global.SourceSize.x, global.OutputSize.x, vTexCoord.x);
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vec3 ystuff = percent(global.SourceSize.y, global.OutputSize.y, vTexCoord.y);
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float xkeep = xstuff[0];
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float ykeep = ystuff[0];
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// get points to interpolate across, in linear rgb
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vec4 a = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[1])), cheapsrgb).rgb);
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vec4 b = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[1])), cheapsrgb).rgb);
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vec4 c = getLQV(vpow(texture(Source,vec2(xstuff[1],ystuff[2])), cheapsrgb).rgb);
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vec4 d = getLQV(vpow(texture(Source,vec2(xstuff[2],ystuff[2])), cheapsrgb).rgb);
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// use perceptual gamma for luminance component
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a.w = pow(a.w, 1.0/gamma);
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b.w = pow(b.w, 1.0/gamma);
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c.w = pow(c.w, 1.0/gamma);
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d.w = pow(d.w, 1.0/gamma);
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// interpolate
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vec4 gammaLQVresult =
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NOT(xkeep)*NOT(ykeep)*a +
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YES(xkeep)*NOT(ykeep)*b +
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NOT(xkeep)*YES(ykeep)*c +
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YES(xkeep)*YES(ykeep)*d;
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// change luminance gamma back to linear
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vec4 LQVresult = gammaLQVresult;
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LQVresult.w = pow(gammaLQVresult.w, gamma);
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// convert back to srgb; lqv -> lrgb -> srgb
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vec4 c1 = vpow(vec4(fromLQV(LQVresult), 1.0), 1.0/cheapsrgb);
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FragColor = vec4(c1);
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}
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55
retro/shaders/pixellate.slang
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55
retro/shaders/pixellate.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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;
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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 texelSize = 1.0 / global.SourceSize.xy;
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vec2 range = vec2(abs(global.SourceSize.z / (global.OutputSize.x * global.SourceSize.x)), abs(global.SourceSize.w / (global.OutputSize.y * global.SourceSize.y)));
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range = range / 2.0 * 0.999;
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float left = vTexCoord.x - range.x;
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float top = vTexCoord.y + range.y;
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float right = vTexCoord.x + range.x;
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float bottom = vTexCoord.y - range.y;
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vec3 topLeftColor = texture(Source, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize).rgb;
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vec3 bottomRightColor = texture(Source, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize).rgb;
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vec3 bottomLeftColor = texture(Source, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize).rgb;
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vec3 topRightColor = texture(Source, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize).rgb;
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vec2 border = clamp(round(vTexCoord / texelSize) * texelSize, vec2(left, bottom), vec2(right, top));
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float totalArea = 4.0 * range.x * range.y;
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vec3 averageColor;
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averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor;
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averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor;
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averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor;
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averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor;
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FragColor = vec4(averageColor, 1.0);
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}
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54
retro/shaders/sharp-bilinear.slang
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54
retro/shaders/sharp-bilinear.slang
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#version 450
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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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vec4 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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/*
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* sharp-bilinear.cg
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* Author: Themaister
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* License: Public domain
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*
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* Does a bilinear stretch, with a preapplied Nx nearest-neighbor scale, giving a
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* sharper image than plain bilinear.
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*/
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#define SHARP_BILINEAR_PRE_SCALE 4.0
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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;
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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 texel = vTexCoord * global.SourceSize.xy;
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vec2 texel_floored = floor(texel);
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vec2 s = fract(texel);
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float region_range = 0.5 - 0.5 / SHARP_BILINEAR_PRE_SCALE;
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// Figure out where in the texel to sample to get correct pre-scaled bilinear.
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// Uses the hardware bilinear interpolator to avoid having to sample 4 times manually.
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vec2 center_dist = s - 0.5;
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vec2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * SHARP_BILINEAR_PRE_SCALE + 0.5;
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vec2 mod_texel = texel_floored + f;
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FragColor = vec4(texture(Source, mod_texel / global.SourceSize.xy).rgb, 1.0);
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}
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5
retro/sharp-bilinear.slangp
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5
retro/sharp-bilinear.slangp
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shaders = 1
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shader0 = "shaders/sharp-bilinear.slang"
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filter_linear0 = true
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scale_type_0 = source
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