mirror of
https://github.com/libretro/slang-shaders.git
synced 2024-11-23 00:10:03 +00:00
fix some errors identified by librashader scan (#636)
* fix min3/max3 problem * fix min3/max3 problem * delete broken/obsolete presets * fix bad path in mega bezel preset
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630fe655fe
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@ -1,4 +1,4 @@
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#reference "../../../Base_CRT_Presets/MBZ__3__STD__GDV.slangp"
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#reference "../Base_CRT_Presets/MBZ__3__STD__GDV.slangp"
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HSM_ROTATE_CORE_IMAGE = 1
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HSM_ASPECT_RATIO_MODE = 2
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@ -1,16 +0,0 @@
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shaders = 1
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shader0 = shaders/LUT/LUT.slang
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filter_linear0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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textures = SamplerLUT
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SamplerLUT = shaders/LUT/GBA.png
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SamplerLUT_linear = true
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parameters = "LUT_Size"
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LUT_Size = "32.000000"
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@ -1,16 +0,0 @@
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shaders = 1
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shader0 = shaders/LUT/LUT.slang
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filter_linear0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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textures = SamplerLUT
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SamplerLUT = shaders/LUT/NDS.png
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SamplerLUT_linear = true
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parameters = "LUT_Size"
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LUT_Size = "32.000000"
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@ -1,16 +0,0 @@
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shaders = 1
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shader0 = shaders/LUT/LUT.slang
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filter_linear0 = "false"
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scale_type_x0 = "source"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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textures = SamplerLUT
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SamplerLUT = shaders/LUT/VBA.png
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SamplerLUT_linear = true
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parameters = "LUT_Size"
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LUT_Size = "32.000000"
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@ -55,10 +55,10 @@ 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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float min3(vec4 a, vec4 b, vec4 c) {
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float min_3(vec4 a, vec4 b, vec4 c) {
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return min(min(a.a, b.a), c.a);
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}
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float max3(vec4 a, vec4 b, vec4 c) {
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float max_3(vec4 a, vec4 b, vec4 c) {
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return max(max(a.a, b.a), c.a);
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}
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@ -93,56 +93,56 @@ void main()
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vec4 lightestColor = cc;
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//Kernel 0 and 4
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float maxDark = max3(br, b, bl);
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float minLight = min3(tl, t, tr);
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float maxDark = max_3(br, b, bl);
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float minLight = min_3(tl, t, tr);
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if (minLight > cc.a && minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, tl, t, tr);
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} else {
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maxDark = max3(tl, t, tr);
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minLight = min3(br, b, bl);
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maxDark = max_3(tl, t, tr);
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minLight = min_3(br, b, bl);
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if (minLight > cc.a && minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, br, b, bl);
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}
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}
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//Kernel 1 and 5
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maxDark = max3(cc, l, b);
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minLight = min3(r, t, tr);
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maxDark = max_3(cc, l, b);
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minLight = min_3(r, t, tr);
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if (minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, r, t, tr);
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} else {
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maxDark = max3(cc, r, t);
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minLight = min3(bl, l, b);
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maxDark = max_3(cc, r, t);
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minLight = min_3(bl, l, b);
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if (minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, bl, l, b);
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}
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}
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//Kernel 2 and 6
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maxDark = max3(l, tl, bl);
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minLight = min3(r, br, tr);
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maxDark = max_3(l, tl, bl);
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minLight = min_3(r, br, tr);
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if (minLight > cc.a && minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, r, br, tr);
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} else {
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maxDark = max3(r, br, tr);
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minLight = min3(l, tl, bl);
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maxDark = max_3(r, br, tr);
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minLight = min_3(l, tl, bl);
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if (minLight > cc.a && minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, l, tl, bl);
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}
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}
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//Kernel 3 and 7
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maxDark = max3(cc, l, t);
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minLight = min3(r, br, b);
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maxDark = max_3(cc, l, t);
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minLight = min_3(r, br, b);
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if (minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, r, br, b);
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} else {
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maxDark = max3(cc, r, b);
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minLight = min3(t, l, tl);
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maxDark = max_3(cc, r, b);
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minLight = min_3(t, l, tl);
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if (minLight > maxDark) {
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lightestColor = getLargest(cc, lightestColor, t, l, tl);
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}
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@ -57,10 +57,10 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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//#define strength 0.7
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float min3(vec4 a, vec4 b, vec4 c) {
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float min_3(vec4 a, vec4 b, vec4 c) {
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return min(min(a.a, b.a), c.a);
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}
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float max3(vec4 a, vec4 b, vec4 c) {
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float max_3(vec4 a, vec4 b, vec4 c) {
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return max(max(a.a, b.a), c.a);
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}
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@ -90,15 +90,15 @@ void main()
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vec4 lightestColor = cc;
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//Kernel 0 and 4
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float maxDark = max3(br, b, bl);
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float minLight = min3(tl, t, tr);
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float maxDark = max_3(br, b, bl);
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float minLight = min_3(tl, t, tr);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, tl, t, tr);
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return;
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} else {
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maxDark = max3(tl, t, tr);
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minLight = min3(br, b, bl);
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maxDark = max_3(tl, t, tr);
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minLight = min_3(br, b, bl);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, br, b, bl);
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return;
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@ -106,15 +106,15 @@ void main()
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}
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//Kernel 1 and 5
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maxDark = max3(cc, l, b);
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minLight = min3(r, t, tr);
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maxDark = max_3(cc, l, b);
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minLight = min_3(r, t, tr);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, r, t, tr);
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return;
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} else {
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maxDark = max3(cc, r, t);
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minLight = min3(bl, l, b);
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maxDark = max_3(cc, r, t);
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minLight = min_3(bl, l, b);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, bl, l, b);
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return;
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@ -122,15 +122,15 @@ void main()
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}
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//Kernel 2 and 6
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maxDark = max3(l, tl, bl);
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minLight = min3(r, br, tr);
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maxDark = max_3(l, tl, bl);
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minLight = min_3(r, br, tr);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, r, br, tr);
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return;
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} else {
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maxDark = max3(r, br, tr);
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minLight = min3(l, tl, bl);
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maxDark = max_3(r, br, tr);
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minLight = min_3(l, tl, bl);
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if (minLight > cc.a && minLight > maxDark) {
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FragColor = getAverage(cc, l, tl, bl);
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return;
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@ -138,15 +138,15 @@ void main()
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}
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//Kernel 3 and 7
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maxDark = max3(cc, l, t);
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minLight = min3(r, br, b);
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maxDark = max_3(cc, l, t);
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minLight = min_3(r, br, b);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, r, br, b);
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return;
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} else {
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maxDark = max3(cc, r, b);
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minLight = min3(t, l, tl);
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maxDark = max_3(cc, r, b);
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minLight = min_3(t, l, tl);
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if (minLight > maxDark) {
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FragColor = getAverage(cc, t, l, tl);
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return;
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