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https://github.com/libretro/slang-shaders.git
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Add bilateral-2p shaders
- Fast bilateral shaders in 2-pass from guest.r.
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15
denoisers/bilateral-2p.slangp
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15
denoisers/bilateral-2p.slangp
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shaders = 2
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shader0 = shaders/bilateral-horizontal.slang
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filter_linear0 = false
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scale_type_x0 = source
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scale_x0 = 1.0
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scale_type_y0 = source
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scale_y0 = 1.0
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shader1 = shaders/bilateral-vertical.slang
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filter_linear1 = false
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scale_type_x1 = source
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scale_x1 = 1.0
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scale_type_y1 = source
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scale_y1 = 1.0
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116
denoisers/shaders/bilateral-horizontal.slang
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116
denoisers/shaders/bilateral-horizontal.slang
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#version 450
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/*
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Bilateral - Smart - Horizontal
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Copyright (C) 2024 guest(r)
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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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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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uint FrameCount;
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float FRANGE;
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float FBSMOOTH;
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float FSIGMA;
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} params;
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#pragma parameter FRANGE "Filter Range" 3.0 1.0 10.0 1.0
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#define FRANGE params.FRANGE
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#pragma parameter FBSMOOTH "Filter Base Smoothing" 0.35 0.05 1.0 0.025
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#define FBSMOOTH params.FBSMOOTH
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#pragma parameter FSIGMA "Filter Strength" 0.65 0.15 1.5 0.05
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float FSIGMA1 = 1.0/(params.FSIGMA);
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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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#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 * 1.00001;
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float wt(vec3 A, vec3 B)
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{
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return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0, 0.25);
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}
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float getw(float x, vec3 c, vec3 p)
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{
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float y = pow(max(1.0-x,0.0), FSIGMA1);
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float d = wt(c,p);
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return y*d;
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}
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void main()
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{
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vec2 pos = vTexCoord * SourceSize.xy;
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float f = 0.5-fract(pos.x);
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vec2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dx = vec2(SourceSize.z, 0.0);
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float w, fp;
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float wsum = 0.0;
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vec3 pixel;
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float FPR = FRANGE;
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float FPR1 = 1.0/FPR;
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float LOOPSIZE = FPR;
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float x = -FPR;
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vec3 comp = COMPAT_TEXTURE(Source, tex).rgb;
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vec3 color = 0.0.xxx;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + x*dx).rgb;
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fp = min(abs(x+f),FPR)*FPR1;
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w = getw(fp,comp,pixel);
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color = color + w * pixel;
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wsum = wsum + w;
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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color = color / wsum;
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FragColor = vec4(color, 1.0);
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}
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116
denoisers/shaders/bilateral-vertical.slang
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116
denoisers/shaders/bilateral-vertical.slang
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#version 450
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/*
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Bilateral - Smart - Vertical
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Copyright (C) 2024 guest(r)
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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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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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uint FrameCount;
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float FRANGE;
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float FBSMOOTH;
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float FSIGMA;
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} params;
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#pragma parameter FRANGE "Filter Range" 3.0 1.0 10.0 1.0
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#define FRANGE params.FRANGE
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#pragma parameter FBSMOOTH "Filter Base Smoothing" 0.35 0.05 1.0 0.025
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#define FBSMOOTH params.FBSMOOTH
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#pragma parameter FSIGMA "Filter Strength" 0.65 0.15 1.5 0.05
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float FSIGMA1 = 1.0/(params.FSIGMA);
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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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#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 * 1.00001;
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float wt(vec3 A, vec3 B)
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{
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return clamp(FBSMOOTH - 2.33*dot(abs(A-B),1.0.xxx)/(dot(A+B,1.0.xxx)+1.0), 0.0, 0.25);
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}
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float getw(float x, vec3 c, vec3 p)
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{
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float y = pow(max(1.0-x,0.0), FSIGMA1);
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float d = wt(c,p);
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return y*d;
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}
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void main()
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{
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vec2 pos = vTexCoord * SourceSize.xy;
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float f = 0.5-fract(pos.y);
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vec2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dy = vec2(0.0,SourceSize.w);
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float w, fp;
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float wsum = 0.0;
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vec3 pixel;
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float FPR = FRANGE;
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float FPR1 = 1.0/FPR;
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float LOOPSIZE = FPR;
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float y = -FPR;
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vec3 comp = COMPAT_TEXTURE(Source, tex).rgb;
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vec3 color = 0.0.xxx;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + y*dy).rgb;
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fp = min(abs(y+f),FPR)*FPR1;
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w = getw(fp,comp,pixel);
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color = color + w * pixel;
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wsum = wsum + w;
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y = y + 1.0;
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} while (y <= LOOPSIZE);
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color = color / wsum;
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FragColor = vec4(color, 1.0);
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}
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