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Shaders: Use uniforms for xBR parameters
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@ -8,3 +8,31 @@ passes=1
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integerScaling=1
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vertexShader=xbr.vs
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fragmentShader=xbr.fs
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[pass.0.uniform.XBR_Y_WEIGHT]
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type=float
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default=48
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readableName=Y Weight
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min=0
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max=100
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[pass.0.uniform.XBR_EQ_THRESHOLD]
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type=float
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readableName=Eq Threshold
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default=10.0
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min=0.0
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max=50.0
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[pass.0.uniform.XBR_EQ_THRESHOLD2]
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type=float
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readableName=Eq Threshold2
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default=2.0
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min=0.0
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max=4.0
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[pass.0.uniform.XBR_LV2_COEFFICIENT]
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type=float
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readableName=Lv2 Coefficient
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default=2.0
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min=1.0
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max=3.0
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@ -25,10 +25,10 @@
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Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
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*/
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#define XBR_Y_WEIGHT 48.0
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#define XBR_EQ_THRESHOLD 10.0
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#define XBR_EQ_THRESHOLD2 2.0
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#define XBR_LV2_COEFFICIENT 2.0
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uniform float XBR_Y_WEIGHT;
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uniform float XBR_EQ_THRESHOLD;
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uniform float XBR_EQ_THRESHOLD2;
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uniform float XBR_LV2_COEFFICIENT;
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const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813);
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const vec4 delta = vec4(0.4, 0.4, 0.4, 0.4);
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