Add Gaussian blur shaders and update psx.jpg (#3247)
- Add gsharp2-resampler.fx shader and a fast version; - Update Power LED in psx.jpg.
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#include "ReShade.fxh"
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/*
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G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
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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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uniform float GSHARP0 <
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ui_type = "drag";
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ui_min = 0.75;
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ui_max = 8.0;
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ui_step = 0.05;
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ui_label = "Filter Range";
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> = 2.45;
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uniform float GBOOST <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 2.5;
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ui_step = 0.05;
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ui_label = "Filter Boost (same range, speedup)";
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> = 1.75;
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uniform float GMAXSHARP <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Filter Sharpness";
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> = 0.1;
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uniform float GPAR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.10;
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ui_label = "Anti-Ringing";
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> = 0.50;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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texture2D tGSHARP2_H{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sGSHARP2_H{Texture=tGSHARP2_H;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)
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float smothstep(float x)
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{
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return exp(-2.33*x*x);
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}
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float getw(float x)
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{
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float z = x/GBOOST;
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float y = smothstep(z);
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return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
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}
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float3 gsharp2(float2 tex, float2 dx, float f, sampler2D Source)
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{
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float3 color = 0.0.xxx;
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float3 cmax = 0.0.xxx;
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float3 cmin = 1.0.xxx;
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float FPR = GSHARP0;
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float FPR2 = 2.0*FPR;
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float FPR3 = FPR2*FPR2;
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float LOOPSIZE = ceil(FPR2);
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float x = -LOOPSIZE+1.0;
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do
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{
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fp = min(abs(x+f),FPR2);
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pixel = tex2D(Source, tex + x*dx).rgb;
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fp = fp/FPR;
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w = getw(fp);
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if (w > 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, 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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return lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
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}
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float4 PS_GSHARP2_H(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float f = -frac(pos.x);
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float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
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float3 color;
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float2 dx = float2(SourceSize.z, 0.0);
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color = gsharp2(tex, dx, f, sBackBuffer);
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return float4(color, 1.0);
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}
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float4 PS_GSHARP2_V(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 SourceSize = float4((ViewportSize.x*BufferToViewportRatio.x), 1.0/NormalizedInternalPixelSize.y, 1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedInternalPixelSize.y);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float f = -frac(pos.y);
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float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
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float3 color;
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float2 dy = float2(0.0, SourceSize.w);
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color = gsharp2(tex, dy, f, sGSHARP2_H);
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return float4(color, 1.0);
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}
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technique GSHARP2
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_GSHARP2_H;
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RenderTarget = tGSHARP2_H;
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}
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_GSHARP2_V;
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}
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}
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@ -0,0 +1,145 @@
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#include "ReShade.fxh"
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/*
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G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
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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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uniform float GSHARP0 <
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ui_type = "drag";
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ui_min = 0.75;
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ui_max = 8.0;
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ui_step = 0.05;
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ui_label = "Filter Range";
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> = 2.45;
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uniform float GBOOST <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 2.5;
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ui_step = 0.05;
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ui_label = "Filter Boost (same range, speedup)";
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> = 1.75;
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uniform float GMAXSHARP <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.25;
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ui_step = 0.01;
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ui_label = "Filter Sharpness";
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> = 0.1;
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uniform float GPAR <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.10;
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ui_label = "Anti-Ringing";
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> = 0.50;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)
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float smothstep(float x)
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{
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return exp(-2.33*x*x);
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}
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float getw(float x)
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{
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float z = x/GBOOST;
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float y = smothstep(z);
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return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
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}
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float4 PS_GSHARP2(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float2 texCoord = vTexCoord;
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float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);
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float2 pos = vTexCoord * SourceSize.xy-0.5;
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float2 f = -frac(pos);
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float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
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float3 color = 0.0.xxx;
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float2 dx = float2(SourceSize.z, 0.0);
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float2 dy = float2(0.0, SourceSize.w);
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float w, fp;
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float wsum = 0.0;
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float3 pixel;
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float3 cmax = 0.0.xxx;
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float3 cmin = 1.0.xxx;
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float FPR = GSHARP0;
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float FPR2 = 2.0*FPR;
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float FPR3 = FPR2*FPR2;
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float LOOPSIZE = ceil(FPR2);
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float y = -LOOPSIZE+1.0;
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float x = 0.0;
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do
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{
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x = -LOOPSIZE + 1.0;
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do
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{
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fp = dot(float2(x+f.x,y+f.y),float2(x+f.x,y+f.y));
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if (fp >= FPR3) w = 0.0;
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else
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{
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pixel = tex2D(sBackBuffer, tex + x*dx + y*dy).rgb;
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fp = sqrt(fp)/FPR;
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w = getw(fp);
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if (w >= 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
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color = color + w * pixel;
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wsum = wsum + w;
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}
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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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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color = lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
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return float4(color, 1.0);
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}
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technique GSHARP2
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_GSHARP2;
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}
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}
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