mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-30 11:21:32 +11:00
d2788f7cf3
- xBR folder reorganized; - All main presets work with gamma corrected; - Other Presets folder created for historical reasons.
353 lines
11 KiB
Plaintext
353 lines
11 KiB
Plaintext
#version 450
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/*
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Hyllian's 2xBR v3.8c+ReverseAA (squared) Shader - Dithering preserved
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Copyright (C) 2011/2012 Hyllian/Jararaca - sergiogdb@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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/*
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* ReverseAA part of the code
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*
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* Copyright (c) 2012, Christoph Feck <christoph@maxiom.de>
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* All Rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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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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} 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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#define mul(a,b) (b*a)
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const float coef = 2.0;
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const vec4 eq_threshold = vec4(15.0, 15.0, 15.0, 15.0);
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const float y_weight = 48.0;
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const float u_weight = 7.0;
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const float v_weight = 6.0;
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const mat3x3 yuv = mat3x3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const mat3x3 yuv_weighted = mat3x3(y_weight*yuv[0], u_weight*yuv[1], v_weight*yuv[2]);
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const vec4 delta = vec4(0.5, 0.5, 0.5, 0.5);
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const float sharpness = 0.65;
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// Constants used with gamma correction.
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#define InputGamma 2.4
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#define OutputGamma 2.2
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#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
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#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
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float lum(vec3 A, vec3 B)
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{
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return abs(dot(A-B, yuv_weighted[0]));
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}
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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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bvec4 eq(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , vec4(15.0, 15.0, 15.0, 15.0));
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}
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bvec4 eq2(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , vec4(2.0, 2.0, 2.0, 2.0));
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}
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bvec4 eq3(vec4 A, vec4 B)
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{
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return lessThan(df(A, B) , vec4(5.0, 5.0, 5.0, 5.0));
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}
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vec4 weighted_distance(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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bvec4 and(bvec4 A, bvec4 B)
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{
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return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w);
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}
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bvec4 or(bvec4 A, bvec4 B)
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{
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return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.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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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 * 1.0004;
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vec2 ps = vec2(1.0/ params.SourceSize.x, 1.0/ params.SourceSize.y);
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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, dx,-2.0*dy); // A1 B1 C1
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t2 = vTexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = vTexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = vTexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = vTexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = vTexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = vTexCoord.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 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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bvec4 edr, edr_left, edr_up, px; // px = pixel, edr = edge detection rule
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bvec4 interp_restriction_lv1, interp_restriction_lv2_left, interp_restriction_lv2_up;
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bvec4 nc, nc30, nc60, nc45; // new_color
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vec4 fx, fx_left, fx_up, final_fx; // inequations of straight lines.
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vec2 fp = fract(vTexCoord*params.SourceSize.xy);
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vec3 A1 = texture(Source, t1.xw).rgb;
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vec3 B1 = texture(Source, t1.yw).rgb;
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vec3 C1 = texture(Source, t1.zw).rgb;
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vec3 A = texture(Source, t2.xw).rgb;
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vec3 B = texture(Source, t2.yw).rgb;
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vec3 C = texture(Source, t2.zw).rgb;
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vec3 D = texture(Source, t3.xw).rgb;
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vec3 E = texture(Source, t3.yw).rgb;
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vec3 F = texture(Source, t3.zw).rgb;
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vec3 G = texture(Source, t4.xw).rgb;
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vec3 H = texture(Source, t4.yw).rgb;
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vec3 I = texture(Source, t4.zw).rgb;
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vec3 G5 = texture(Source, t5.xw).rgb;
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vec3 H5 = texture(Source, t5.yw).rgb;
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vec3 I5 = texture(Source, t5.zw).rgb;
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vec3 A0 = texture(Source, t6.xy).rgb;
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vec3 D0 = texture(Source, t6.xz).rgb;
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vec3 G0 = texture(Source, t6.xw).rgb;
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vec3 C4 = texture(Source, t7.xy).rgb;
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vec3 F4 = texture(Source, t7.xz).rgb;
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vec3 I4 = texture(Source, t7.xw).rgb;
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vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted[0] );
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vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted[0] );
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vec4 e = mul( mat4x3(E, E, E, E), yuv_weighted[0] );
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vec4 a = c.yzwx;
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vec4 d = b.yzwx;
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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 = mul( mat4x3(I4, C1, A0, G5), yuv_weighted[0] );
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vec4 i5 = mul( mat4x3(I5, C4, A1, G0), yuv_weighted[0] );
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vec4 h5 = mul( mat4x3(H5, F4, B1, D0), yuv_weighted[0] );
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vec4 f4 = h5.yzwx;
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vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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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_left = (Ax*fp.y+Bx*fp.x);
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fx_up = (Ay*fp.y+By*fp.x);
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//this is the only way I can keep these comparisons straight '-_-
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bvec4 block1 = and(not(eq(h,h5)) , not(eq(h,i5)));
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bvec4 block2 = and(not(eq(f,f4)) , not(eq(f,i4)));
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bvec4 block3 = and(not(eq(h, d)) , not(eq(h, g)));
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bvec4 block4 = and(not(eq(f, b)) , not(eq(f, c)));
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bvec4 block5 = and(eq(e, i) , or(block2 , block1));
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bvec4 block_comp = or(block4 , or(block3 , or(block5 , or(eq(e,g) , eq(e,c)))));
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interp_restriction_lv1 = and(notEqual(e,f) , and(notEqual(e,h) , block_comp));
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interp_restriction_lv2_left = and(notEqual(e,g) , notEqual(d,g));
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interp_restriction_lv2_up = and(notEqual(e,c) , notEqual(b,c));
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vec4 fx45 = smoothstep(Co - delta, Co + delta, fx);
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vec4 fx30 = smoothstep(Cx - delta, Cx + delta, fx_left);
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vec4 fx60 = smoothstep(Cy - delta, Cy + delta, fx_up);
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edr = and(lessThan((weighted_distance( e, c, g, i, h5, f4, h, f) + 3.5) , weighted_distance( h, d, i5, f, i4, b, e, i)) , interp_restriction_lv1);
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edr_left = and(lessThanEqual((coef*df(f,g)) , df(h,c)) , interp_restriction_lv2_left);
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edr_up = and(greaterThanEqual(df(f,g) , (coef*df(h,c))) , interp_restriction_lv2_up);
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nc45 = and( edr , bvec4(fx45));
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nc30 = and( edr , and(edr_left , bvec4(fx30)));
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nc60 = and( edr , and(edr_up , bvec4(fx60)));
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px = lessThanEqual(df(e,f) , df(e,h));
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vec3 res = E;
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vec3 n1, n2, n3, n4, s, aa, bb, cc, dd;
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n1 = B1; n2 = B; s = E; n3 = H; n4 = H5;
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aa = n2-n1; bb = s-n2; cc = n3-s; dd = n4-n3;
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vec3 t = (7. * (bb + cc) - 3. * (aa + dd)) / 16.;
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vec3 m;
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m.x = (s.x < 0.5) ? 2.*s.x : 2.*(1.0-s.x);
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m.y = (s.y < 0.5) ? 2.*s.y : 2.*(1.0-s.y);
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m.z = (s.z < 0.5) ? 2.*s.z : 2.*(1.0-s.z);
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m = min(m, sharpness*abs(bb));
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m = min(m, sharpness*abs(cc));
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t = clamp(t, -m, m);
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vec3 s1 = (2.*fp.y-1)*t + s;
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n1 = D0; n2 = D; s = s1; n3 = F; n4 = F4;
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aa = n2-n1; bb = s-n2; cc = n3-s; dd = n4-n3;
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t = (7. * (bb + cc) - 3. * (aa + dd)) / 16.;
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m.x = (s.x < 0.5) ? 2.*s.x : 2.*(1.0-s.x);
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m.y = (s.y < 0.5) ? 2.*s.y : 2.*(1.0-s.y);
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m.z = (s.z < 0.5) ? 2.*s.z : 2.*(1.0-s.z);
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m = min(m, sharpness*abs(bb));
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m = min(m, sharpness*abs(cc));
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t = clamp(t, -m, m);
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vec3 s0 = (2.*fp.x-1)*t + s;
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nc = or(nc30 , or(nc60 , nc45));
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float blend = 0.0;
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vec3 pix;
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vec4 r1 = mix(e, f, edr);
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bool yeseq3=false;
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bvec4 yes;
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if ( all(eq3(r1,e)) )
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{
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yeseq3 = true;
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pix = res = s0;
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}
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else
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{
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pix = res = E;
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}
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yes = and(bvec4(yeseq3) , eq2(e, mix(f, h, px)));
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vec4 final45 = vec4(nc45) * fx45;
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vec4 final30 = vec4(nc30) * fx30;
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vec4 final60 = vec4(nc60) * fx60;
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vec4 maximo = max(max(final30, final60), final45);
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if (nc.x) {pix = px.x ? F : H; blend = maximo.x; if (yes.x) pix = res = s0; else res=E;}
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else if (nc.y) {pix = px.y ? B : F; blend = maximo.y; if (yes.y) pix = res = s0; else res=E;}
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else if (nc.z) {pix = px.z ? D : B; blend = maximo.z; if (yes.z) pix = res = s0; else res=E;}
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else if (nc.w) {pix = px.w ? H : D; blend = maximo.w; if (yes.w) pix = res = s0; else res=E;}
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res = GAMMA_IN(res);
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pix = GAMMA_IN(pix);
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res = mix(res, pix, blend);
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FragColor = vec4(clamp( GAMMA_OUT(res), 0.0, 1.0 ), 1.0);
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} |