mirror of
https://github.com/libretro/glsl-shaders.git
synced 2025-02-17 05:27:51 +00:00
Add 2xsal-level2-xbr shader and presets
Port of old Cg shaders from guest's. Presets renamed to reflect better the shader chain.
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168
xsal/shaders/2xsal-level2-xbr.glsl
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168
xsal/shaders/2xsal-level2-xbr.glsl
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/*
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Copyright (C) 2016 guest(r) - guest.r@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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#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 texture2D
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#endif
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#ifdef GL_ES
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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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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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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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#define saturate(c) clamp(c, 0.0, 1.0)
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#define lerp(c) mix(c)
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#define mul(a,b) (b*a)
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#define fmod(c) mod(c)
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#define frac(c) fract(c)
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#define tex2D(a,b) COMPAT_TEXTURE(a,b)
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define int2 ivec2
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#define int3 ivec3
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#define int4 ivec4
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#define bool2 bvec2
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#define bool3 bvec3
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#define bool4 bvec4
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#define float2x2 mat2x2
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#define float2x3 mat2x3
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#define float3x3 mat3x3
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#define float4x4 mat4x4
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#define float4x2 mat4x2
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// vertex compatibility #defines
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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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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 * 1.00001;
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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_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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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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// fragment 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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#define AAOFFSET 1.0
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void main()
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{
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float2 texsize = SourceSize.xy;
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float dx = AAOFFSET/texsize.x;
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float dy = AAOFFSET/texsize.y;
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float3 dt = float3(1.0, 1.0, 1.0);
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float4 yx = float4( dx, dy, -dx, -dy);
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float4 xh = yx*float4(3.0,1.0,3.0,1.0);
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float4 yv = yx*float4(1.0,3.0,1.0,3.0);
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float3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).xyz;
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float3 s00 = COMPAT_TEXTURE(Source, vTexCoord + yx.zw).xyz;
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float3 s20 = COMPAT_TEXTURE(Source, vTexCoord + yx.xw).xyz;
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float3 s22 = COMPAT_TEXTURE(Source, vTexCoord + yx.xy).xyz;
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float3 s02 = COMPAT_TEXTURE(Source, vTexCoord + yx.zy).xyz;
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float3 h00 = COMPAT_TEXTURE(Source, vTexCoord + xh.zw).xyz;
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float3 h20 = COMPAT_TEXTURE(Source, vTexCoord + xh.xw).xyz;
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float3 h22 = COMPAT_TEXTURE(Source, vTexCoord + xh.xy).xyz;
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float3 h02 = COMPAT_TEXTURE(Source, vTexCoord + xh.zy).xyz;
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float3 v00 = COMPAT_TEXTURE(Source, vTexCoord + yv.zw).xyz;
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float3 v20 = COMPAT_TEXTURE(Source, vTexCoord + yv.xw).xyz;
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float3 v22 = COMPAT_TEXTURE(Source, vTexCoord + yv.xy).xyz;
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float3 v02 = COMPAT_TEXTURE(Source, vTexCoord + yv.zy).xyz;
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float m1=1.0/(dot(abs(s00-s22),dt)+0.00001);
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float m2=1.0/(dot(abs(s02-s20),dt)+0.00001);
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float h1=1.0/(dot(abs(s00-h22),dt)+0.00001);
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float h2=1.0/(dot(abs(s02-h20),dt)+0.00001);
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float h3=1.0/(dot(abs(h00-s22),dt)+0.00001);
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float h4=1.0/(dot(abs(h02-s20),dt)+0.00001);
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float v1=1.0/(dot(abs(s00-v22),dt)+0.00001);
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float v2=1.0/(dot(abs(s02-v20),dt)+0.00001);
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float v3=1.0/(dot(abs(v00-s22),dt)+0.00001);
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float v4=1.0/(dot(abs(v02-s20),dt)+0.00001);
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float3 t1 = 0.5*(m1*(s00+s22)+m2*(s02+s20))/(m1+m2);
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float3 t2 = 0.5*(h1*(s00+h22)+h2*(s02+h20)+h3*(h00+s22)+h4*(h02+s20))/(h1+h2+h3+h4);
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float3 t3 = 0.5*(v1*(s00+v22)+v2*(s02+v20)+v3*(v00+s22)+v4*(v02+s20))/(v1+v2+v3+v4);
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float k1 = 1.0/(dot(abs(t1-c11),dt)+0.00001);
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float k2 = 1.0/(dot(abs(t2-c11),dt)+0.00001);
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float k3 = 1.0/(dot(abs(t3-c11),dt)+0.00001);
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FragColor = float4((k1*t1 + k2*t2 + k3*t3)/(k1+k2+k3),1.0);
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}
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#endif
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xsal/xbr-lv3-2xsal-lv2-aa-soft.glslp
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xsal/xbr-lv3-2xsal-lv2-aa-soft.glslp
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shaders = 3
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shader0 = ../xbr/shaders/xbr-lv3.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 4.0
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shader1 = shaders/2xsal-level2-xbr.glsl
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filter_linear1 = true
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scale_type1 = source
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scale1 = 1.0
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shader2 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
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filter_linear2 = false
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scale_type2 = viewport
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scale2 = 1.0
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parameters = "INTERNAL_RES;AAOFFSET"
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INTERNAL_RES = 2.0
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AAOFFSET = 0.675
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xsal/xbr-lv3-2xsal-lv2-aa.glslp
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xsal/xbr-lv3-2xsal-lv2-aa.glslp
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shaders = 3
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shader0 = ../xbr/shaders/xbr-lv3.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 5.0
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shader1 = shaders/2xsal-level2-xbr.glsl
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filter_linear1 = false
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scale_type1 = source
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scale1 = 1.0
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shader2 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
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filter_linear2 = false
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scale_type2 = viewport
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scale2 = 1.0
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parameters = "INTERNAL_RES"
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INTERNAL_RES = 2.0
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xsal/xbr-lv3-aa-fast.glslp
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xsal/xbr-lv3-aa-fast.glslp
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shaders = 2
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shader0 = ../xbr/shaders/xbr-lv3.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 5.0
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shader1 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
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filter_linear1 = false
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scale_type1 = viewport
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scale1 = 1.0
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parameters = "INTERNAL_RES"
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INTERNAL_RES = 4.0
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xsal/xbr-lv3-aa-soft-fast.glslp
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xsal/xbr-lv3-aa-soft-fast.glslp
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shaders = 2
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shader0 = ../xbr/shaders/xbr-lv3.glsl
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filter_linear0 = false
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scale_type0 = source
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scale0 = 4.0
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shader1 = ../anti-aliasing/shaders/aa-shader-4.0.glsl
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filter_linear1 = false
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scale_type1 = viewport
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scale1 = 1.0
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parameters = "INTERNAL_RES"
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INTERNAL_RES = 4.0
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