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blind conversion of hqx pass2
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hqx/pass2.inc
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78
hqx/pass2.inc
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#version 450
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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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} registers;
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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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/*
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* Copyright (C) 2003 Maxim Stepin ( maxst@hiend3d.com )
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*
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* Copyright (C) 2010 Cameron Zemek ( grom@zeminvaders.net )
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*
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* Copyright (C) 2014 Jules Blok ( jules@aerix.nl )
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*
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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 Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License 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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#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;
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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 LUT;
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void main()
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{
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vec2 fp = fract(vTexCoord * registers.SourceSize.xy);
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vec2 quad = sign(-0.5 + fp);
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float dx = registers.SourceSize.z;
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float dy = registers.SourceSize.w;
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vec3 p1 = texture(Original, vTexCoord).rgb;
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vec3 p2 = texture(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
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vec3 p3 = texture(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
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vec3 p4 = texture(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;
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vec4x3 pixels = vec4x3(p1, p2, p3, p4);
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vec2 index = texture(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
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index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
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vec2 step = 1.0 / vec2(256.0, 16.0 * (SCALE * SCALE));
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vec2 offset = step / 2.0;
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vec4 weights = texture(LUT, index * step + offset);
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float sum = dot(weights, vec4(1.0));
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vec3 res = transpose(pixels) * (weights / sum);
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FragColor = vec4(res, 1.0);
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}
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