mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-29 02:41:32 +11:00
d2788f7cf3
- xBR folder reorganized; - All main presets work with gamma corrected; - Other Presets folder created for historical reasons.
351 lines
11 KiB
Plaintext
351 lines
11 KiB
Plaintext
#version 450
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/*
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Hyllian's xBR-lv3 Shader
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Copyright (C) 2011-2022 Hyllian - sergiogdb@gmail.com
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the
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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
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THE 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
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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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 XBR_EQ_THRESHOLD;
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float XBR_LV2_COEFFICIENT;
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float XBR_BLENDING;
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} params;
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#pragma parameter XBR_EQ_THRESHOLD "COLOR DISTINCTION THRESHOLD" 0.32 0.0 1.0 0.01
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#pragma parameter XBR_LV2_COEFFICIENT "SMOOTHNESS THRESHOLD" 0.30 0.0 1.0 0.1
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#pragma parameter XBR_BLENDING "BLENDING [ NOBLEND | AA ]" 1.0 0.0 1.0 1.0
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#define XBR_EQ_THRESHOLD params.XBR_EQ_THRESHOLD
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#define XBR_LV2_COEFFICIENT params.XBR_LV2_COEFFICIENT
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#define XBR_BLENDING params.XBR_BLENDING
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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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// Uncomment just one of the three params below to choose the corner detection
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//#define CORNER_A
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//#define CORNER_B
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#define CORNER_C
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#define XBR_EQ_THRESHOLD2 0.02
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#define lv2_cf (XBR_LV2_COEFFICIENT + 2.0)
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#define saturate(c) clamp(c, 0.0, 1.0)
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const vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
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const vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
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const vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
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const vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
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const vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
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const vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
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const vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
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const vec4 Ci = vec4(0.25, 0.25, 0.25, 0.25);
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const vec4 Az = vec4( 6.0, -2.0, -6.0, 2.0 );
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const vec4 Bz = vec4( 2.0, 6.0, -2.0, -6.0 );
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const vec4 Cz = vec4( 5.0, 3.0, -3.0, -1.0 );
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const vec4 Aw = vec4( 2.0, -6.0, -2.0, 6.0 );
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const vec4 Bw = vec4( 6.0, 2.0, -6.0,-2.0 );
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const vec4 Cw = vec4( 5.0, -1.0, -3.0, 3.0 );
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const vec3 v2f = vec3( 65536, 256, 1); // vec to float encode
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const vec3 Y = vec3(0.2627, 0.6780, 0.0593);
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// Return if A components are less than or equal B ones.
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vec4 LTE(vec4 A, vec4 B)
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{
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return step(A, B);
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}
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// Return if A components are less than B ones.
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vec4 LT(vec4 A, vec4 B)
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{
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return vec4(lessThan(A, B));
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}
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// Return logically inverted vector components. BEWARE: Only works with 0.0 or 1.0 components.
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vec4 NOT(vec4 A)
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{
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return (vec4(1.0) - A);
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}
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// Compare two vectors and return their components are different.
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vec4 diff(vec4 A, vec4 B)
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{
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return vec4(notEqual(A, B));
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}
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float dist(vec3 A, vec3 B)
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{
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return dot(abs(A-B), Y);
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}
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// Calculate color distance between two vectors of four pixels
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vec4 dist4(mat4x3 A, mat4x3 B)
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{
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return vec4(dist(A[0],B[0]), dist(A[1],B[1]), dist(A[2],B[2]), dist(A[3],B[3]));
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}
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// Tests if color components are under a threshold. In this case they are considered 'equal'.
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vec4 eq(mat4x3 A, mat4x3 B)
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{
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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD)));
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}
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vec4 eq2(mat4x3 A, mat4x3 B)
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{
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return (step(dist4(A, B), vec4(XBR_EQ_THRESHOLD2)));
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}
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// Determine if two vector components are NOT equal based on a threshold.
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vec4 neq(mat4x3 A, mat4x3 B)
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{
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return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
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}
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// Calculate weighted distance among pixels in some directions.
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vec4 weighted_distance(mat4x3 a, mat4x3 b, mat4x3 c, mat4x3 d, mat4x3 e, mat4x3 f, mat4x3 g, mat4x3 h)
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{
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return (dist4(a,b) + dist4(a,c) + dist4(d,e) + dist4(d,f) + 4.0*dist4(g,h));
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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 texCoord;
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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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layout(location = 8) out float aa_factor;
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void main()
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{
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gl_Position = global.MVP * Position;
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texCoord = TexCoord * 1.0001;
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aa_factor = 2.0*params.OutputSize.z * params.SourceSize.x;
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float dx = params.SourceSize.z;
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float dy = params.SourceSize.w;
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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 = texCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
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t2 = texCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
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t3 = texCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
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t4 = texCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
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t5 = texCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
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t6 = texCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
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t7 = texCoord.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 texCoord;
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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 = 8) in float aa_factor;
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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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vec4 edri, edr, edr_l, edr_u, edr3_l, edr3_u, px; // px = pixel, edr = edge detection rule
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vec4 irlv0, irlv1, irlv2l, irlv2u, irlv3l, irlv3u;
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vec4 fx, fx_l, fx_u, fx3_l, fx3_u; // inequations of straight lines.
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vec3 res1, res2;
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vec4 fx45i, fx45, fx30, fx60, fx15, fx75;
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vec2 fp = fract(texCoord*params.SourceSize.xy);
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vec3 A1 = texture(Source, t1.xw ).xyz;
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vec3 B1 = texture(Source, t1.yw ).xyz;
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vec3 C1 = texture(Source, t1.zw ).xyz;
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vec3 A = texture(Source, t2.xw ).xyz;
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vec3 B = texture(Source, t2.yw ).xyz;
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vec3 C = texture(Source, t2.zw ).xyz;
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vec3 D = texture(Source, t3.xw ).xyz;
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vec3 E = texture(Source, t3.yw ).xyz;
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vec3 F = texture(Source, t3.zw ).xyz;
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vec3 G = texture(Source, t4.xw ).xyz;
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vec3 H = texture(Source, t4.yw ).xyz;
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vec3 I = texture(Source, t4.zw ).xyz;
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vec3 G5 = texture(Source, t5.xw ).xyz;
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vec3 H5 = texture(Source, t5.yw ).xyz;
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vec3 I5 = texture(Source, t5.zw ).xyz;
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vec3 A0 = texture(Source, t6.xy ).xyz;
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vec3 D0 = texture(Source, t6.xz ).xyz;
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vec3 G0 = texture(Source, t6.xw ).xyz;
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vec3 C4 = texture(Source, t7.xy ).xyz;
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vec3 F4 = texture(Source, t7.xz ).xyz;
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vec3 I4 = texture(Source, t7.xw ).xyz;
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mat4x3 b = mat4x3(B, D, H, F);
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mat4x3 c = mat4x3(C, A, G, I);
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mat4x3 d = mat4x3(D, H, F, B);
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mat4x3 e = mat4x3(E, E, E, E);
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mat4x3 f = mat4x3(F, B, D, H);
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mat4x3 g = mat4x3(G, I, C, A);
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mat4x3 h = mat4x3(H, F, B, D);
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mat4x3 i = mat4x3(I, C, A, G);
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mat4x3 i4 = mat4x3(I4, C1, A0, G5);
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mat4x3 i5 = mat4x3(I5, C4, A1, G0);
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mat4x3 h5 = mat4x3(H5, F4, B1, D0);
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mat4x3 f4 = mat4x3(F4, B1, D0, H5);
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mat4x3 c4 = mat4x3(C4, A1, G0, I5);
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mat4x3 g5 = mat4x3(G5, I4, C1, A0);
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mat4x3 c1 = mat4x3(C1, A0, G5, I4);
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mat4x3 g0 = mat4x3(G0, I5, C4, A1);
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mat4x3 b1 = mat4x3(B1, D0, H5, F4);
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mat4x3 d0 = mat4x3(D0, H5, F4, B1);
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vec4 b_ = v2f * b;
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vec4 c_ = v2f * c;
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vec4 d_ = b_.yzwx;
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vec4 e_ = v2f * e;
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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_ = v2f * i4;
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vec4 i5_ = v2f * i5;
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vec4 h5_ = v2f * h5;
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vec4 f4_ = h5_.yzwx;
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vec4 c4_ = i5_.yzwx;
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vec4 g5_ = i4_.wxyz;
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vec4 c1_ = i4_.yzwx;
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vec4 g0_ = i5_.wxyz;
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vec4 b1_ = h5_.zwxy;
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vec4 d0_ = h5_.wxyz;
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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_l = ( Ax*fp.y + Bx*fp.x );
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fx_u = ( Ay*fp.y + By*fp.x );
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fx3_l = ( Az*fp.y + Bz*fp.x );
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fx3_u = ( Aw*fp.y + Bw*fp.x );
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irlv0 = diff(e_,f_) * diff(e_,h_);
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irlv1 = irlv0;
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#ifdef CORNER_B
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) );
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#endif
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#ifdef CORNER_C
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irlv1 = saturate(irlv0 * ( neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c)) );
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#endif
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irlv2l = diff(e_,g_) * diff( d_, g_);
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irlv2u = diff(e_,c_) * diff( b_, c_);
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irlv3l = eq2(g,g0) * diff(d0_,g0_);
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irlv3u = eq2(c,c1) * diff(b1_,c1_);
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if (XBR_BLENDING == 1.0) {
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vec4 delta = vec4(aa_factor);
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vec4 deltaL = vec4(0.5, 1.0, 0.5, 1.0) * aa_factor;
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vec4 deltaU = deltaL.yxwz;
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fx45i = saturate( 0.5 + (fx - Co - Ci) / delta );
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fx45 = saturate( 0.5 + (fx - Co ) / delta );
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fx30 = saturate( 0.5 + (fx_l - Cx ) / deltaL );
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fx60 = saturate( 0.5 + (fx_u - Cy ) / deltaU );
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}
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else {
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fx45i = LT( Co + Ci, fx );
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fx45 = LT( Co, fx );
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fx30 = LT( Cx, fx_l );
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fx60 = LT( Cy, fx_u );
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}
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fx15 = LT( Cz, fx3_l ); // Can't do AA on lv3, yet! TO FIX LATER!
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fx75 = LT( Cw, fx3_u );
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vec4 wd1 = weighted_distance( e, c, g, i, h5, f4, h, f);
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vec4 wd2 = weighted_distance( h, d, i5, f, i4, b, e, i);
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vec4 d_fg = dist4(f, g);
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vec4 d_hc = dist4(h, c);
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edri = LTE( wd1, wd2 ) * irlv0;
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edr = LT( wd1, wd2 ) * irlv1 * NOT(edri.yzwx * edri.wxyz);
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edr_l = LTE( lv2_cf * d_fg, d_hc ) * irlv2l * edr * (NOT(edri.yzwx) * eq(e, c));
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edr_u = LTE( lv2_cf * d_hc, d_fg ) * irlv2u * edr * (NOT(edri.wxyz) * eq(e, g));
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edr3_l = irlv3l * edr_l;
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edr3_u = irlv3u * edr_u;
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fx45i = edri * fx45i;
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fx45 = edr * fx45;
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fx30 = edr_l * fx30;
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fx60 = edr_u * fx60;
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fx15 = edr3_l * fx15 * eq(e,c4); // Needs further tests!
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fx75 = edr3_u * fx75 * eq(e,g5);
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px = LTE(dist4(e,f), dist4(e,h));
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vec4 maximos = max(max(max(fx15, fx30), max(fx60, fx75)), max(fx45, fx45i));
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res1 = mix(E, mix(H, F, px.x), maximos.x);
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res2 = mix(E, mix(B, D, px.z), maximos.z);
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vec3 res1a = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
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res1 = mix(E, mix(F, B, px.y), maximos.y);
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res2 = mix(E, mix(D, H, px.w), maximos.w);
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vec3 res1b = mix(res1, res2, step(dist(E, res1), dist(E, res2)));
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vec3 res = mix(res1a, res1b, step(dist(E, res1a), dist(E, res1b)));
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FragColor = vec4(res, 1.0);
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}
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