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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 05:19:56 +00:00
Remove old upscalers, rename parameters
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9044c0b54c
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@ -99,28 +99,14 @@ Vertex=upscale_bicubic.vsh
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OutputResolution=True
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RequiresIntSupport=True
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Upscaling=True
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SettingName1=B
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SettingDefaultValue1=0.0
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SettingName1=Sharpness
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SettingDefaultValue1=1.0
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SettingMaxValue1=2.0
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SettingMinValue1=-1.0
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SettingName2=C
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SettingDefaultValue2=0.5
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SettingMinValue1=-2.0
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SettingName2=Anisotropy
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SettingDefaultValue2=0.0
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SettingMaxValue2=2.0
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SettingMinValue2=-1.0
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[CatmullRom]
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Name=Bicubic (Catmull-Rom) Upscaler
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Fragment=upscale_catmull_rom.fsh
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Vertex=upscale_catmull_rom.vsh
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OutputResolution=True
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RequiresIntSupport=True
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Upscaling=True
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[MitchellNetravali]
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Name=Bicubic (Mitchell-Netravali) Upscaler
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Fragment=upscale_mitchell_netravali.fsh
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Vertex=upscale_mitchell_netravali.vsh
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OutputResolution=True
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RequiresIntSupport=True
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Upscaling=True
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SettingMinValue2=-2.0
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[UpscaleSpline36]
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Name=Spline36 Upscaler
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Fragment=upscale_spline36.fsh
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@ -1,4 +1,6 @@
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// Bicubic upscaling shader.
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// Implements Mitchell-Netravali class filters (aka BC-splines), see:
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// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters .
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#ifdef GL_ES
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precision mediump float;
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@ -12,8 +14,17 @@ uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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uniform vec4 u_setting;
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// u_setting.x - B
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// u_setting.y - C
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// Shader parameters (somewhat poorly named):
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// u_setting.x - Sharpness
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// u_setting.y - Anisotropy
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// from which filter coefficients are computed as
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// B = 1 - Sharpness + 0.5*Anisotropy
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// C = 0.5 * Sharpness + Anisotropy
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// Note: some popular filters are
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// B-spline - B=1, C=0 <=> Sharpness=0, Anisotropy=0
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// 'The' Mitchell-Netravali - B=C=1/3 <=> Sharpness=2/3, Anisotropy=0
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// Catmull-Rom - B=0, C=1/2 <=> Sharpness=1, Anisotropy=0
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const vec2 HALF_PIXEL = vec2(0.5, 0.5);
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@ -25,7 +36,7 @@ vec4 getWeights(mat4 W, float t) {
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return W * vec4(1.0, t, t*t, t*t*t);
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}
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vec3 interpolateHorizontally(ivec2 inputPosFloor, int dy, vec4 w) {
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vec3 filterX(ivec2 inputPosFloor, int dy, vec4 w) {
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return
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w.x * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy) +
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w.y * rgb(inputPosFloor.x , inputPosFloor.y + dy) +
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@ -33,28 +44,33 @@ vec3 interpolateHorizontally(ivec2 inputPosFloor, int dy, vec4 w) {
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w.w * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
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}
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vec4 process(vec2 outputPos, float B, float C) {
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vec4 filterBC(vec2 outputPos, float B, float C) {
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vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
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ivec2 inputPosFloor = ivec2(inputPos);
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float x = inputPos.x - float(inputPosFloor.x);
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float y = inputPos.y - float(inputPosFloor.y);
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const float r6 = 0.166666666, r3 = 0.333333333; // Precomputed 1/6 and 1/3.
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// Matrix for computing weights.
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// NOTE: column-major.
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mat4 W = mat4(
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B/6.0 , 1.0-B/3.0 , B/6.0 , 0.0 ,
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-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
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2.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
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-C-B/6.0 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B/6.0);
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B*r6 , 1.0-B*r3 , B*r6 , 0.0 ,
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-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
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2.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
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-C-B*r6 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B*r6);
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vec4 Wx = getWeights(W, x);
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vec4 Wy = getWeights(W, y);
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vec3 ret =
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Wy.x * interpolateHorizontally(inputPosFloor, -1, Wx) +
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Wy.y * interpolateHorizontally(inputPosFloor, 0, Wx) +
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Wy.z * interpolateHorizontally(inputPosFloor, +1, Wx) +
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Wy.w * interpolateHorizontally(inputPosFloor, +2, Wx);
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Wy.x * filterX(inputPosFloor, -1, Wx) +
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Wy.y * filterX(inputPosFloor, 0, Wx) +
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Wy.z * filterX(inputPosFloor, +1, Wx) +
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Wy.w * filterX(inputPosFloor, +2, Wx);
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return vec4(ret, 1.0);
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}
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void main() {
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gl_FragColor.rgba = process(v_position, u_setting.x, u_setting.y);
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gl_FragColor.rgba = filterBC(
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v_position,
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dot(u_setting.xy, vec2(-1.0, 0.5)) + 1.0,
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dot(u_setting.xy, vec2(0.5, +1.0)));
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}
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@ -1,54 +0,0 @@
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// Bicubic (Catmull-Rom) upscaling shader.
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_position;
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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const vec2 HALF_PIXEL = vec2(0.5, 0.5);
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vec3 rgb(int inputX, int inputY)
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{
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return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
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}
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// Catmull-Rom coefficients, multiplied by 2.
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float A(float x) {return x*((2.0-x)*x-1.0);}
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float B(float x) {return x*x*(3.0*x-5.0)+2.0;}
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float C(float x) {return x*((4.0-3.0*x)*x+1.0);}
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float D(float x) {return x*x*(x-1.0);}
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vec3 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
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vec3 ret = vec3(0.0);
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float x = inputPos.x - float(inputPosFloor.x);
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ret += A(x) * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy);
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ret += B(x) * rgb(inputPosFloor.x , inputPosFloor.y + dy);
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ret += C(x) * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy);
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ret += D(x) * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
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return ret;
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}
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vec4 process(vec2 outputPos) {
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vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
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ivec2 inputPosFloor = ivec2(inputPos);
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vec3 ret = vec3(0.0);
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float y = inputPos.y - float(inputPosFloor.y);
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ret += A(y) * interpolateHorizontally(inputPos, inputPosFloor, -1);
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ret += B(y) * interpolateHorizontally(inputPos, inputPosFloor, 0);
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ret += C(y) * interpolateHorizontally(inputPos, inputPosFloor, +1);
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ret += D(y) * interpolateHorizontally(inputPos, inputPosFloor, +2);
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return vec4(0.25 * ret, 1.0);
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}
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void main()
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{
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gl_FragColor.rgba = process(v_position);
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}
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@ -1,11 +0,0 @@
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attribute vec4 a_position;
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attribute vec2 a_texcoord0;
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varying vec2 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_texcoord0;
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}
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@ -1,54 +0,0 @@
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// Bicubic (Mitchell–Netravali, B=1/3, C=1/3) upscaling shader.
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_position;
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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const vec2 HALF_PIXEL = vec2(0.5, 0.5);
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vec3 rgb(int inputX, int inputY)
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{
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return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
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}
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// Mitchell–Netravali coefficients, multiplied by 18.
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float A(float x) {return ((-7.0*x+15.0)*x-9.0)*x+1.0;}
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float B(float x) {return (21.0*x-36.0)*x*x+16.0;}
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float C(float x) {return ((-21.0*x+27.0)*x+9.0)*x+1.0;}
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float D(float x) {return (7.0*x-6.0)*x*x;}
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vec3 interpolateHorizontally(vec2 inputPos, ivec2 inputPosFloor, int dy) {
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vec3 ret = vec3(0.0);
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float x = inputPos.x - float(inputPosFloor.x);
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ret += A(x) * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy);
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ret += B(x) * rgb(inputPosFloor.x , inputPosFloor.y + dy);
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ret += C(x) * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy);
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ret += D(x) * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
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return ret;
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}
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vec4 process(vec2 outputPos) {
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vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
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ivec2 inputPosFloor = ivec2(inputPos);
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vec3 ret = vec3(0.0);
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float y = inputPos.y - float(inputPosFloor.y);
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ret += A(y) * interpolateHorizontally(inputPos, inputPosFloor, -1);
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ret += B(y) * interpolateHorizontally(inputPos, inputPosFloor, 0);
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ret += C(y) * interpolateHorizontally(inputPos, inputPosFloor, +1);
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ret += D(y) * interpolateHorizontally(inputPos, inputPosFloor, +2);
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return vec4(ret / 324.0, 1.0);
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}
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void main()
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{
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gl_FragColor.rgba = process(v_position);
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}
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@ -1,11 +0,0 @@
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attribute vec4 a_position;
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attribute vec2 a_texcoord0;
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varying vec2 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_texcoord0;
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}
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