mirror of https://github.com/bsnes-emu/bsnes.git
Added anti aliasing to OmniScale. Fixed color differentiation for HQ2x and OmniScale
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5723b82293
commit
846a9318ba
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@ -1,15 +1,17 @@
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/* Based on this (really good) article: http://blog.pkh.me/p/19-butchering-hqx-scaling-filters.html */
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vec3 rgb_to_yuv(vec4 rgb)
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/* The colorspace used by the HQnx filters is not really YUV, despite the algorithm description claims it is. It is
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also not normalized. Therefore, we shall call the colorspace used by HQnx "HQ Colorspace" to avoid confusion. */
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vec3 rgb_to_hq_colospace(vec4 rgb)
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{
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return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
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-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
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0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
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return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
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0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
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-0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b);
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}
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bool is_different(vec4 a, vec4 b)
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{
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vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
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vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
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return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
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}
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@ -7,17 +7,19 @@
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per quarter are sampled (in contrast to the usual 9) in order to determine the best interpolation.
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*/
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vec3 rgb_to_yuv(vec4 rgb)
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/* We use the same colorspace as the HQ algorithms. */
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vec3 rgb_to_hq_colospace(vec4 rgb)
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{
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return vec3( 0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b,
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-0.147 * rgb.r - 0.289 * rgb.g + 0.436 * rgb.b,
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0.615 * rgb.r + 0.515 * rgb.g - 0.100 * rgb.b);
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return vec3( 0.250 * rgb.r + 0.250 * rgb.g + 0.250 * rgb.b,
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0.250 * rgb.r - 0.000 * rgb.g - 0.250 * rgb.b,
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-0.125 * rgb.r + 0.250 * rgb.g - 0.125 * rgb.b);
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}
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bool is_different(vec4 a, vec4 b)
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{
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vec3 diff = abs(rgb_to_yuv(a) - rgb_to_yuv(b));
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return diff.x > 0.188 || diff.y > 0.027 || diff.z > 0.031;
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vec3 diff = abs(rgb_to_hq_colospace(a) - rgb_to_hq_colospace(b));
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return diff.x > 0.125 || diff.y > 0.027 || diff.z > 0.031;
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}
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#define P(m, r) ((pattern & (m)) == (r))
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@ -80,71 +82,141 @@ vec4 scale(sampler2D image)
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if (P(0x0b,0x02))
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return mix(mix(w0 * 0.375 + w3 * 0.25 + w4 * 0.375, w4 * 0.5 + w3 * 0.5, p.y * 2.0), w4, p.x * 2.0);
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if (P(0x2f,0x2f)) {
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if (length(p - vec2(0.5)) < 0.5) {
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float dist = length(p - vec2(0.5));
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float pixel_size = length(1.0 / (uResolution / textureDimensions));
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if (dist < 0.5 - pixel_size / 2) {
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return w4;
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}
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vec4 r;
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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r = mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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else {
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r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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if (dist > 0.5 + pixel_size / 2) {
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return r;
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}
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return mix(w4, r, (dist - 0.5 + pixel_size / 2) / pixel_size);
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}
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if (P(0xbf,0x37) || P(0xdb,0x13)) {
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if (p.x - 2.0 * p.y > 0) {
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float dist = p.x - 2.0 * p.y;
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float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
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if (dist > pixel_size / 2) {
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return w1;
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}
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return mix(w3, w4, p.x + 0.5);
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vec4 r = mix(w3, w4, p.x + 0.5);
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if (dist < -pixel_size / 2) {
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return r;
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}
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return mix(r, w1, (dist + pixel_size / 2) / pixel_size);
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}
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if (P(0xdb,0x49) || P(0xef,0x6d)) {
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if (p.y - 2.0 * p.x > 0) {
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float dist = p.y - 2.0 * p.x;
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float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
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if (p.y - 2.0 * p.x > pixel_size / 2) {
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return w3;
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}
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return mix(w1, w4, p.x * 2);
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}
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if ( P(0xbf,0x8f) || P(0x7e,0x0e)) {
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if (p.x + 2.0 * p.y < 1.0) {
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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vec4 r = mix(w1, w4, p.x + 0.5);
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if (dist < -pixel_size / 2) {
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return r;
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}
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return w4;
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return mix(r, w3, (dist + pixel_size / 2) / pixel_size);
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}
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if (P(0xbf,0x8f) || P(0x7e,0x0e)) {
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float dist = p.x + 2.0 * p.y;
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float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
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if (dist > 1.0 + pixel_size / 2) {
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return w4;
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}
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vec4 r;
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if (is_different(w0, w1) || is_different(w0, w3)) {
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r = mix(w1, w3, p.y - p.x + 0.5);
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}
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else {
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r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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if (dist < 1.0 - pixel_size / 2) {
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return r;
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}
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return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size);
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}
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if (P(0x7e,0x2a) || P(0xef,0xab)) {
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if (p.y + 2.0 * p.x < 1.0) {
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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float dist = p.y + 2.0 * p.x;
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float pixel_size = length(1.0 / (uResolution / textureDimensions)) * sqrt(5);
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if (p.y + 2.0 * p.x > 1.0 + pixel_size / 2) {
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return w4;
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}
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return w4;
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vec4 r;
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if (is_different(w0, w1) || is_different(w0, w3)) {
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r = mix(w1, w3, p.y - p.x + 0.5);
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}
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else {
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r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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if (dist < 1.0 - pixel_size / 2) {
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return r;
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}
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return mix(r, w4, (dist + pixel_size / 2 - 1.0) / pixel_size);
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}
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if (P(0x1b,0x03) || P(0x4f,0x43) || P(0x8b,0x83) || P(0x6b,0x43))
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return mix(w4, w3, 0.5 - p.x);
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if (P(0x4b,0x09) || P(0x8b,0x89) || P(0x1f,0x19) || P(0x3b,0x19))
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return mix(w4, w1, 0.5 - p.y);
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if (P(0xfb,0x6a) || P(0x6f,0x6e) || P(0x3f,0x3e) || P(0xfb,0xfa) ||
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P(0xdf,0xde) || P(0xdf,0x1e))
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return mix(w4, w0, (1.0 - p.x - p.y) / 2.0);
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if (P(0x4f,0x4b) || P(0x9f,0x1b) || P(0x2f,0x0b) ||
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P(0xbe,0x0a) || P(0xee,0x0a) || P(0x7e,0x0a) || P(0xeb,0x4b) ||
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P(0x3b,0x1b)) {
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if (p.x + p.y > 0.5) {
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float dist = p.x + p.y;
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float pixel_size = length(1.0 / (uResolution / textureDimensions));
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if (dist > 0.5 + pixel_size / 2) {
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return w4;
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}
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vec4 r;
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if (is_different(w0, w1) || is_different(w0, w3)) {
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return mix(w1, w3, p.y - p.x + 0.5);
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r = mix(w1, w3, p.y - p.x + 0.5);
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}
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return mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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else {
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r = mix(mix(w1 * 0.375 + w0 * 0.25 + w3 * 0.375, w3, p.y * 2.0), w1, p.x * 2.0);
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}
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if (dist < 0.5 - pixel_size / 2) {
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return r;
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}
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return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
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}
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if (P(0x0b,0x01))
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//return vec4(1,0,0,0);
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return mix(mix(w4, w3, 0.5 - p.x), mix(w1, (w1 + w3) / 2.0, 0.5 - p.x), 0.5 - p.y);
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if (P(0x0b,0x00))
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return mix(mix(w4, w3, 0.5 - p.x), mix(w1, w0, 0.5 - p.x), 0.5 - p.y);
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if (p.x + p.y > 0.5)
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float dist = p.x + p.y;
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float pixel_size = length(1.0 / (uResolution / textureDimensions));
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if (dist > 0.5 + pixel_size / 2)
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return w4;
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/* We need more samples to "solve" this diagonal */
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@ -170,8 +242,13 @@ vec4 scale(sampler2D image)
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pattern >>= 1;
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}
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if (diagonal_bias <= 0)
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return mix(w1, w3, p.y - p.x + 0.5);
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if (diagonal_bias <= 0) {
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vec4 r = mix(w1, w3, p.y - p.x + 0.5);
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if (dist < 0.5 - pixel_size / 2) {
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return r;
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}
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return mix(r, w4, (dist + pixel_size / 2 - 0.5) / pixel_size);
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}
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return w4;
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}
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