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https://github.com/libretro/glsl-shaders.git
synced 2026-11-07 10:36:01 -10:00
add lanczos2-fast in two passes. (#524)
* Add files via upload * Add files via upload * change credits * change credits * Update lanczos2-y.glsl * add anti-ringing * add anti-ringing * gles fix
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@@ -0,0 +1,13 @@
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shaders = 2
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shader0 = shaders/lanczos2-x.glsl
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filter_linear0 = false
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scale_type_x0 = viewport
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scale_type_y0 = source
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scale0 = 1.0
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wrap_mode0 = "clamp_to_edge"
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shader1 = shaders/lanczos2-y.glsl
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filter_linear1 = false
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wrap_mode1 = "clamp_to_edge"
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@@ -0,0 +1,165 @@
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/*
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Lanczos2 - passX
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Multipass code by dariusG 2025.
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*/
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/*
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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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 XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision COMPAT_PRECISION float;
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 ps;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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ps = 1.0/TextureSize.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_TEXTURE texture2D
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 ps;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float LANCZOS3_ANTI_RINGING;
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#else
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#define LANCZOS3_ANTI_RINGING 1.0
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#endif
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// Lanczos2 horizontal pass (optimized for speed on handhelds)
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#define RADIUS 2.0
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#define PI 3.1415926
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// Cheaper weight function (Lanczos2: radius 2 instead of 3)
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float weight2(float x) {
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x = abs(x);
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if (x == 0.0) return 1.0;
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if (x >= RADIUS) return 0.0;
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return (sin(PI * x) / (PI * x)) * (sin(PI * x / RADIUS) / (PI * x / RADIUS));
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}
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void main()
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{
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vec2 pos = vTexCoord.xy; // current position
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float fx = fract(pos.x / ps.x);
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// sample 4 texels around target pixel
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float xpos = floor(pos.x / ps.x - 1.0);
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float ypos = floor(pos.y / ps.y);
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vec2 base = vec2(xpos, ypos) * ps;
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vec3 C0 = COMPAT_TEXTURE(Source, base).rgb;
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vec3 C1 = COMPAT_TEXTURE(Source, base + vec2(ps.x, 0.0)).rgb;
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vec3 C2 = COMPAT_TEXTURE(Source, base + vec2(ps.x*2.0, 0.0)).rgb;
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vec3 C3 = COMPAT_TEXTURE(Source, base + vec2(ps.x*3.0, 0.0)).rgb;
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// weights for 4 samples (Lanczos2 kernel)
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float w0 = weight2(fx + 1.0);
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float w1 = weight2(fx);
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float w2 = weight2(1.0 - fx);
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float w3 = weight2(2.0 - fx);
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float sum = w0 + w1 + w2 + w3;
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w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum;
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vec3 color = C0*w0 + C1*w1 + C2*w2 + C3*w3;
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// --- Lightweight anti-ringing ---
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vec3 min_sample = min(min(C0, C1), min(C2, C3));
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vec3 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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FragColor = vec4(color, 1.0);
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}
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#endif
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@@ -0,0 +1,165 @@
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/*
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Lanczos2 - passY
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Multipass code by dariusG 2025.
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*/
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/*
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This Program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2, or (at your option)
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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 XBMC; see the file COPYING. If not, write to
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the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision COMPAT_PRECISION float;
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 ps;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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ps = 1.0/TextureSize.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out vec4 FragColor;
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#else
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#define COMPAT_TEXTURE texture2D
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 ps;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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// All parameter floats need to have COMPAT_PRECISION in front of them
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uniform COMPAT_PRECISION float LANCZOS3_ANTI_RINGING;
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#else
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#define LANCZOS3_ANTI_RINGING 1.0
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#endif
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// Lanczos2 vertical pass (optimized for handhelds)
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#define PI 3.1415926535897932384626433832795
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#define RADIUS 2.0
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float weight2(float x) {
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x = abs(x);
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if (x == 0.0) return 1.0;
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if (x >= RADIUS) return 0.0;
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return (sin(PI * x) / (PI * x)) * (sin(PI * x / RADIUS) / (PI * x / RADIUS));
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}
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void main()
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{
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vec2 pos = vTexCoord.xy; // current position
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float fy = fract(pos.y / ps.y);
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// sample 4 texels around target pixel (vertical instead of horizontal)
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float xpos = floor(pos.x / ps.x);
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float ypos = floor(pos.y / ps.y - 1.0);
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vec2 base = vec2(xpos, ypos) * ps;
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vec3 C0 = COMPAT_TEXTURE(Source, base).rgb;
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vec3 C1 = COMPAT_TEXTURE(Source, base + vec2(0.0, ps.y)).rgb;
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vec3 C2 = COMPAT_TEXTURE(Source, base + vec2(0.0, ps.y*2.0)).rgb;
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vec3 C3 = COMPAT_TEXTURE(Source, base + vec2(0.0, ps.y*3.0)).rgb;
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// weights for 4 samples (Lanczos2 kernel)
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float w0 = weight2(fy + 1.0);
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float w1 = weight2(fy);
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float w2 = weight2(1.0 - fy);
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float w3 = weight2(2.0 - fy);
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float sum = w0 + w1 + w2 + w3;
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w0 /= sum; w1 /= sum; w2 /= sum; w3 /= sum;
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vec3 color = C0*w0 + C1*w1 + C2*w2 + C3*w3;
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// --- Lightweight anti-ringing ---
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vec3 min_sample = min(min(C0, C1), min(C2, C3));
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vec3 max_sample = max(max(C0, C1), max(C2, C3));
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color = clamp(color, min_sample, max_sample);
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FragColor = vec4(color, 1.0);
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}
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#endif
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