mirror of
https://github.com/italicsjenga/slang-shaders.git
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cef60e5e1a
* add MajorPainInTheCactus' slot mask to subpixel mask function * add 2xbrz shader by request
370 lines
13 KiB
Plaintext
370 lines
13 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-vertex code and texel mapping
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Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the 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 THE
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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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// This shader also uses code and/or concepts from xBRZ as it appears
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// in the Desmume source code. The license for which is as follows:
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// ****************************************************************************
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// * This file is part of the HqMAME project. It is distributed under *
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// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
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// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
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// * *
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// * Additionally and as a special exception, the author gives permission *
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// * to link the code of this program with the MAME library (or with modified *
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// * versions of MAME that use the same license as MAME), and distribute *
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// * linked combinations including the two. You must obey the GNU General *
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// * Public License in all respects for all of the code used other than MAME. *
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// * If you modify this file, you may extend this exception to your version *
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// * of the file, but you are not obligated to do so. If you do not wish to *
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// * do so, delete this exception statement from your version. *
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// ****************************************************************************
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#define BLEND_NONE 0
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#define BLEND_NORMAL 1
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#define BLEND_DOMINANT 2
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#define LUMINANCE_WEIGHT 1.0
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#define EQUAL_COLOR_TOLERANCE 30.0/255.0
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#define STEEP_DIRECTION_THRESHOLD 2.2
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#define DOMINANT_DIRECTION_THRESHOLD 3.6
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#define M_PI 3.1415926535897932384626433832795
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#define lerp(a,b,c) mix(a,b,c)
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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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} params;
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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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const float one_sixth = 1.0 / 6.0;
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const float two_sixth = 2.0 / 6.0;
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const float four_sixth = 4.0 / 6.0;
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const float five_sixth = 5.0 / 6.0;
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float reduce(const vec3 color)
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{
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return dot(color, vec3(65536.0, 256.0, 1.0));
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}
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float DistYCbCr(const vec3 pixA, const vec3 pixB)
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{
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const vec3 w = vec3(0.2627, 0.6780, 0.0593);
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const float scaleB = 0.5 / (1.0 - w.b);
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const float scaleR = 0.5 / (1.0 - w.r);
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vec3 diff = pixA - pixB;
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float Y = dot(diff, w);
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float Cb = scaleB * (diff.b - Y);
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float Cr = scaleR * (diff.r - Y);
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return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
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}
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bool IsPixEqual(const vec3 pixA, const vec3 pixB)
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{
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return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
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}
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bool IsBlendingNeeded(const ivec4 blend)
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{
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return any(notEqual(blend, ivec4(BLEND_NONE)));
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}
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void ScalePixel(const ivec4 blend, const vec3 k[9], inout vec3 dst[4])
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{
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float v0 = reduce(k[0]);
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float v4 = reduce(k[4]);
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float v5 = reduce(k[5]);
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float v7 = reduce(k[7]);
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float v8 = reduce(k[8]);
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float dist_01_04 = DistYCbCr(k[1], k[4]);
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float dist_03_08 = DistYCbCr(k[3], k[8]);
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bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v0 != v4) && (v5 != v4);
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bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <= dist_01_04) && (v0 != v8) && (v7 != v8);
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bool needBlend = (blend[2] != BLEND_NONE);
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bool doLineBlend = ( blend[2] >= BLEND_DOMINANT ||
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!((blend[1] != BLEND_NONE && !IsPixEqual(k[0], k[4])) ||
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(blend[3] != BLEND_NONE && !IsPixEqual(k[0], k[8])) ||
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(IsPixEqual(k[4], k[3]) && IsPixEqual(k[3], k[2]) && IsPixEqual(k[2], k[1]) && IsPixEqual(k[1], k[8]) && !IsPixEqual(k[0], k[2])) ) );
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vec3 blendPix = ( DistYCbCr(k[0], k[1]) <= DistYCbCr(k[0], k[3]) ) ? k[1] : k[3];
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dst[1] = lerp(dst[1], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 0.00);
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dst[2] = lerp(dst[2], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? ((haveSteepLine) ? 5.0/6.0 : 0.75) : ((haveSteepLine) ? 0.75 : 0.50)) : 1.0 - (M_PI/4.0)) : 0.00);
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dst[3] = lerp(dst[3], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 : 0.00);
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}
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//---------------------------------------
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// Input Pixel Mapping: --|21|22|23|--
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// --|15|14|13|--
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//
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// Output Pixel Mapping: 00|01
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// 03|02
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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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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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vTexCoord = TexCoord;
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vec2 ps = vec2(params.SourceSize.z, params.SourceSize.w);
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float dx = ps.x;
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float dy = ps.y;
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// A1 B1 C1
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// A0 A B C C4
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// D0 D E F F4
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// G0 G H I I4
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// G5 H5 I5
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t1 = vTexCoord.xxxy + vec4( -dx, 0.0, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 0.0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0.0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0.0, dy); // A0 D0 G0
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t7 = vTexCoord.xyyy + vec4( 2.0*dx,-dy, 0.0, dy); // C4 F4 I4
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}
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#pragma stage fragment
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layout(location = 0) in vec2 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 = 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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//---------------------------------------
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// Input Pixel Mapping: 20|21|22|23|24
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// 19|06|07|08|09
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// 18|05|00|01|10
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// 17|04|03|02|11
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// 16|15|14|13|12
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vec3 src[25];
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src[21] = texture(Source, t1.xw).rgb;
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src[22] = texture(Source, t1.yw).rgb;
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src[23] = texture(Source, t1.zw).rgb;
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src[ 6] = texture(Source, t2.xw).rgb;
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src[ 7] = texture(Source, t2.yw).rgb;
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src[ 8] = texture(Source, t2.zw).rgb;
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src[ 5] = texture(Source, t3.xw).rgb;
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src[ 0] = texture(Source, t3.yw).rgb;
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src[ 1] = texture(Source, t3.zw).rgb;
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src[ 4] = texture(Source, t4.xw).rgb;
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src[ 3] = texture(Source, t4.yw).rgb;
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src[ 2] = texture(Source, t4.zw).rgb;
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src[15] = texture(Source, t5.xw).rgb;
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src[14] = texture(Source, t5.yw).rgb;
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src[13] = texture(Source, t5.zw).rgb;
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src[19] = texture(Source, t6.xy).rgb;
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src[18] = texture(Source, t6.xz).rgb;
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src[17] = texture(Source, t6.xw).rgb;
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src[ 9] = texture(Source, t7.xy).rgb;
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src[10] = texture(Source, t7.xz).rgb;
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src[11] = texture(Source, t7.xw).rgb;
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float v[9];
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v[0] = reduce(src[0]);
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v[1] = reduce(src[1]);
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v[2] = reduce(src[2]);
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v[3] = reduce(src[3]);
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v[4] = reduce(src[4]);
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v[5] = reduce(src[5]);
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v[6] = reduce(src[6]);
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v[7] = reduce(src[7]);
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v[8] = reduce(src[8]);
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ivec4 blendResult = ivec4(BLEND_NONE);
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// Preprocess corners
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// Pixel Tap Mapping: --|--|--|--|--
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// --|--|07|08|--
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// --|05|00|01|10
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// --|04|03|02|11
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// --|--|14|13|--
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// Corner (1, 1)
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if ( ((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) == false)
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{
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float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
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float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
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blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|--|--|--|--
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// --|06|07|--|--
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// 18|05|00|01|--
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// 17|04|03|02|--
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// --|15|14|--|--
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// Corner (0, 1)
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if ( ((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) == false)
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{
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float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
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float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) < dist_04_00;
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blendResult[3] = ((dist_04_00 > dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|--|22|23|--
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// --|06|07|08|09
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// --|05|00|01|10
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// --|--|03|02|--
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// --|--|--|--|--
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// Corner (1, 0)
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if ( ((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) == false)
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{
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float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
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float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) < dist_00_08;
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blendResult[1] = ((dist_00_08 > dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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// Pixel Tap Mapping: --|21|22|--|--
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// 19|06|07|08|--
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// 18|05|00|01|--
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// --|04|03|--|--
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// --|--|--|--|--
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// Corner (0, 0)
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if ( ((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) == false)
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{
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float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
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float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
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bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
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blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
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}
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vec3 dst[4];
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dst[ 0] = src[0];
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dst[ 1] = src[0];
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dst[ 2] = src[0];
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dst[ 3] = src[0];
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// Scale pixel
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if (IsBlendingNeeded(blendResult) == true)
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{
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vec3 k[9];
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vec3 tempDst3;
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k[0] = src[0];
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k[1] = src[1];
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k[2] = src[2];
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k[3] = src[3];
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k[4] = src[4];
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k[5] = src[5];
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k[6] = src[6];
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k[7] = src[7];
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k[8] = src[8];
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ScalePixel(blendResult.xyzw, k, dst);
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k[1] = src[7];
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k[2] = src[8];
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k[3] = src[1];
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k[4] = src[2];
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k[5] = src[3];
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k[6] = src[4];
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k[7] = src[5];
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k[8] = src[6];
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tempDst3 = dst[3];
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dst[3] = dst[2];
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dst[2] = dst[1];
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dst[1] = dst[0];
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dst[0] = tempDst3;
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ScalePixel(blendResult.wxyz, k, dst);
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k[1] = src[5];
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k[2] = src[6];
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k[3] = src[7];
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k[4] = src[8];
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k[5] = src[1];
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k[6] = src[2];
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k[7] = src[3];
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k[8] = src[4];
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tempDst3 = dst[3];
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dst[3] = dst[2];
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dst[2] = dst[1];
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dst[1] = dst[0];
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dst[0] = tempDst3;
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ScalePixel(blendResult.zwxy, k, dst);
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k[1] = src[3];
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k[2] = src[4];
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k[3] = src[5];
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k[4] = src[6];
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k[5] = src[7];
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k[6] = src[8];
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k[7] = src[1];
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k[8] = src[2];
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tempDst3 = dst[3];
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dst[3] = dst[2];
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dst[2] = dst[1];
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dst[1] = dst[0];
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dst[0] = tempDst3;
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ScalePixel(blendResult.yzwx, k, dst);
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// Rotate the destination pixels back to 0 degrees.
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tempDst3 = dst[3];
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dst[3] = dst[2];
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dst[2] = dst[1];
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dst[1] = dst[0];
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dst[0] = tempDst3;
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}
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vec2 f = step(0.5, fract(vTexCoord*params.SourceSize.xy));
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vec3 res = lerp( lerp(dst[0], dst[1], f.x),
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lerp(dst[3], dst[2], f.x), f.y );
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FragColor = vec4(res, 1.0);
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}
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