mirror of
https://github.com/italicsjenga/slang-shaders.git
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232 lines
7.6 KiB
Plaintext
232 lines
7.6 KiB
Plaintext
#version 450
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/*
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******* Super 8XBR 3D Shader - pass3 *******
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Copyright (c) 2017 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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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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#define wp1 8.0
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#define wp2 0.0
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#define wp3 0.0
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#define wp4 0.0
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#define wp5 0.0
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#define wp6 0.0
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#define XBR_RES2 4.0
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const float XBR_EDGE_STR = 2.0;
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const float XBR_WEIGHT = 1.0;
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const float XBR_ANTI_RINGING = 1.0;
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#define mul(a,b) (b*a)
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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 weight1 (XBR_WEIGHT*1.75068/10.0)
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#define weight2 (XBR_WEIGHT*1.29633/10.0/2.0)
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const vec3 Y = vec3(.2126, .7152, .0722);
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const vec3 dtt = vec3(65536.,255.,1.);
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vec4 reduce4(vec3 A, vec3 B, vec3 C, vec3 D)
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{
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return mul(mat4x3(A, B, C, D), dtt);
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}
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float RGBtoYUV(vec3 color)
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{
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return dot(color, Y);
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}
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float df(float A, float B)
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{
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return abs(A-B);
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}
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bool eq(float A, float B)
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{
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return (df(A, B) < 15.0);
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}
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/*
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P1
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|P0|B |C |P1| C F4 |a0|b1|c2|d3|
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|D |E |F |F4| B F I4 |b0|c1|d2|e3| |e1|i1|i2|e2|
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|G |H |I |I4| P0 E A I P3 |c0|d1|e2|f3| |e3|i3|i4|e4|
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|P2|H5|I5|P3| D H I5 |d0|e1|f2|g3|
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G H5
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P2
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*/
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float d_wd(float b0, float b1, float c0, float c1, float c2, float d0, float d1, float d2, float d3, float e1, float e2, float e3, float f2, float f3)
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{
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return (wp1*(df(c1,c2) + df(c1,c0) + df(e2,e1) + df(e2,e3)) + wp2*(df(d2,d3) + df(d0,d1)) + wp3*(df(d1,d3) + df(d0,d2)) + wp4*df(d1,d2) + wp5*(df(c0,c2) + df(e1,e3)) + wp6*(df(b0,b1) + df(f2,f3)));
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}
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float hv_wd(float i1, float i2, float i3, float i4, float e1, float e2, float e3, float e4)
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{
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return ( wp4*(df(i1,i2)+df(i3,i4)) + wp1*(df(i1,e1)+df(i2,e2)+df(i3,e3)+df(i4,e4)) );
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}
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vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return min(a, min(b, min(c, d)));
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}
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vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
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{
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return max(a, max(b, max(c, d)));
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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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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord * 1.0001;
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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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layout(set = 0, binding = 3) uniform sampler2D Original;
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void main()
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{
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//Skip pixels on wrong grid
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vec2 dir = fract(vTexCoord * params.SourceSize.xy / XBR_RES2) - vec2(0.5, 0.5);
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if ((dir.x*dir.y) > 0.0)
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{
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FragColor = texture(Source, vTexCoord);
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}
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else
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{
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vec2 tex = (floor(vTexCoord * params.SourceSize.xy / XBR_RES2) + vec2(0.5, 0.5)) * XBR_RES2 * params.SourceSize.zw;
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vec2 g1 = vec2((XBR_RES2 / 2.0) / params.SourceSize.x, 0.0);
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vec2 g2 = vec2(0.0, (XBR_RES2 / 2.0) / params.SourceSize.y);
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vec3 P0 = texture(Source, vTexCoord -3.0*g1 ).xyz;
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vec3 P1 = texture(Source, vTexCoord -3.0*g2).xyz;
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vec3 P2 = texture(Source, vTexCoord +3.0*g2).xyz;
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vec3 P3 = texture(Source, vTexCoord +3.0*g1 ).xyz;
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vec3 B = texture(Source, vTexCoord -2.0*g1 -g2).xyz;
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vec3 C = texture(Source, vTexCoord -g1 -2.0*g2).xyz;
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vec3 D = texture(Source, vTexCoord -2.0*g1 +g2).xyz;
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vec3 E = texture(Source, vTexCoord -g1 ).xyz;
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vec3 F = texture(Source, vTexCoord -g2).xyz;
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vec3 G = texture(Source, vTexCoord -g1 +2.0*g2).xyz;
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vec3 H = texture(Source, vTexCoord +g2).xyz;
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vec3 I = texture(Source, vTexCoord +g1 ).xyz;
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vec3 F4 = texture(Source, vTexCoord +g1 -2.0*g2).xyz;
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vec3 I4 = texture(Source, vTexCoord +2.0*g1 -g2).xyz;
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vec3 H5 = texture(Source, vTexCoord +g1 +2.0*g2).xyz;
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vec3 I5 = texture(Source, vTexCoord +2.0*g1 +g2).xyz;
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vec3 A = texture(Source, vTexCoord).xyz;
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g1 *= 2.0;
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g2 *= 2.0;
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vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
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vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
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vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
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vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;
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vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
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vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
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vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
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vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
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vec4 f0 = reduce4(F6, F7, F8, F9);
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vec4 h0 = reduce4(H6, H7, H8, H9);
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bool block_3d = ((f0.xyz == f0.yzw) && (h0.xyz == h0.yzw));
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float b = RGBtoYUV( B );
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float c = RGBtoYUV( C );
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float d = RGBtoYUV( D );
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float e = RGBtoYUV( E );
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float f = RGBtoYUV( F );
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float g = RGBtoYUV( G );
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float h = RGBtoYUV( H );
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float i = RGBtoYUV( I );
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float i4 = RGBtoYUV( I4 ); float p0 = RGBtoYUV( P0 );
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float i5 = RGBtoYUV( I5 ); float p1 = RGBtoYUV( P1 );
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float h5 = RGBtoYUV( H5 ); float p2 = RGBtoYUV( P2 );
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float f4 = RGBtoYUV( F4 ); float p3 = RGBtoYUV( P3 );
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/* Calc edgeness in diagonal directions. */
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float d_edge = (d_wd( d, b, g, e, c, p2, h, f, p1, h5, i, f4, i5, i4 ) - d_wd( c, f4, b, f, i4, p0, e, i, p3, d, h, i5, g, h5 ));
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/* Calc edgeness in horizontal/vertical directions. */
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float hv_edge = (hv_wd(f, i, e, h, c, i5, b, h5) - hv_wd(e, f, h, i, d, f4, g, i4));
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float limits = XBR_EDGE_STR + 0.000001;
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float edge_strength = smoothstep(0.0, limits, abs(d_edge));
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/* Filter weights. Two taps only. */
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vec4 w1 = vec4(-weight1, weight1+0.5, weight1+0.5, -weight1);
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vec4 w2 = vec4(-weight2, weight2+0.25, weight2+0.25, -weight2);
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/* Filtering and normalization in four direction generating four colors. */
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vec3 c1 = mul(w1, mat4x3( P2, H, F, P1 ));
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vec3 c2 = mul(w1, mat4x3( P0, E, I, P3 ));
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vec3 c3 = mul(w2, mat4x3(D+G, E+H, F+I, F4+I4));
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vec3 c4 = mul(w2, mat4x3(C+B, F+E, I+H, I5+H5));
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bool ir_lv1 = (((e!=f) && (e!=h)) && ( !eq(f,b) && !eq(f,c) || !eq(h,d) && !eq(h,g) || eq(e,i) && (!eq(f,f4) && !eq(f,i4) || !eq(h,h5) && !eq(h,i5)) || eq(e,g) || eq(e,c)) );
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/* Smoothly blends the two strongest directions (one in diagonal and the other in vert/horiz direction). */
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vec3 color = mix(mix(c1, c2, step(0.0, d_edge)), mix(c3, c4, step(0.0, hv_edge)), 1. - edge_strength);
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/* Anti-ringing code. */
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vec3 min_sample = min4( E, F, H, I ) + (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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vec3 max_sample = max4( E, F, H, I ) - (1.-XBR_ANTI_RINGING)*mix((P2-H)*(F-P1), (P0-E)*(I-P3), step(0.0, d_edge));
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color = clamp(color, min_sample, max_sample);
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color = block_3d ? color : A;
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FragColor = vec4(color, 1.0);
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}
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} |