mirror of https://github.com/mgba-emu/mgba.git
Res: Port OmniScale from SameBoy
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[shader]
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name=OmniScale
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author=Lior Halphson
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description=Resolution-indepedent scaler inspired by the hqx family scalers
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passes=1
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[pass.0]
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fragmentShader=omniscale.fs
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blend=0
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/* MIT License
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*
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* Copyright (c) 2015-2023 Lior Halphon
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* OmniScale is derived from the pattern based design of HQnx, but with the following general differences:
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- The actual output calculating was completely redesigned as resolution independent graphic generator. This allows
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scaling to any factor.
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- HQnx approximations that were good enough for a 2x/3x/4x factor were refined, creating smoother gradients.
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- "Quarters" can be interpolated in more ways than in the HQnx filters
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- If a pattern does not provide enough information to determine the suitable scaling interpolation, up to 16 pixels
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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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varying vec2 texCoord;
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uniform sampler2D tex;
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uniform vec2 texSize;
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uniform vec2 outputSize;
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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( 0.250 * 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_hq_colospace(a) - rgb_to_hq_colospace(b));
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return diff.x > 0.018 || diff.y > 0.002 || diff.z > 0.005;
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}
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#define P(m, r) ((pattern & (m)) == (r))
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vec4 scale(sampler2D image, vec2 position, vec2 input_resolution, vec2 output_resolution)
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{
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// o = offset, the width of a pixel
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vec2 o = vec2(1, 1) / input_resolution;
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/* We always calculate the top left quarter. If we need a different quarter, we flip our co-ordinates */
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// p = the position within a pixel [0...1]
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vec2 p = fract(position * input_resolution);
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if (p.x > 0.5) {
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o.x = -o.x;
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p.x = 1.0 - p.x;
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}
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if (p.y > 0.5) {
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o.y = -o.y;
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p.y = 1.0 - p.y;
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}
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vec4 w0 = texture2D(image, position + vec2( -o.x, -o.y));
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vec4 w1 = texture2D(image, position + vec2( 0, -o.y));
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vec4 w2 = texture2D(image, position + vec2( o.x, -o.y));
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vec4 w3 = texture2D(image, position + vec2( -o.x, 0));
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vec4 w4 = texture2D(image, position + vec2( 0, 0));
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vec4 w5 = texture2D(image, position + vec2( o.x, 0));
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vec4 w6 = texture2D(image, position + vec2( -o.x, o.y));
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vec4 w7 = texture2D(image, position + vec2( 0, o.y));
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vec4 w8 = texture2D(image, position + vec2( o.x, o.y));
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int pattern = 0;
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if (is_different(w0, w4)) pattern |= 1 << 0;
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if (is_different(w1, w4)) pattern |= 1 << 1;
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if (is_different(w2, w4)) pattern |= 1 << 2;
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if (is_different(w3, w4)) pattern |= 1 << 3;
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if (is_different(w5, w4)) pattern |= 1 << 4;
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if (is_different(w6, w4)) pattern |= 1 << 5;
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if (is_different(w7, w4)) pattern |= 1 << 6;
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if (is_different(w8, w4)) pattern |= 1 << 7;
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if ((P(0xBF,0x37) || P(0xDB,0x13)) && is_different(w1, w5)) {
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return mix(w4, w3, 0.5 - p.x);
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}
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if ((P(0xDB,0x49) || P(0xEF,0x6D)) && is_different(w7, w3)) {
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return mix(w4, w1, 0.5 - p.y);
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}
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if ((P(0x0B,0x0B) || P(0xFE,0x4A) || P(0xFE,0x1A)) && is_different(w3, w1)) {
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return w4;
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}
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if ((P(0x6F,0x2A) || P(0x5B,0x0A) || P(0xBF,0x3A) || P(0xDF,0x5A) ||
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P(0x9F,0x8A) || P(0xCF,0x8A) || P(0xEF,0x4E) || P(0x3F,0x0E) ||
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P(0xFB,0x5A) || P(0xBB,0x8A) || P(0x7F,0x5A) || P(0xAF,0x8A) ||
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P(0xEB,0x8A)) && is_different(w3, w1)) {
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return mix(w4, mix(w4, w0, 0.5 - p.x), 0.5 - p.y);
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}
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if (P(0x0B,0x08)) {
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return mix(mix(w0 * 0.375 + w1 * 0.25 + w4 * 0.375, w4 * 0.5 + w1 * 0.5, p.x * 2.0), w4, p.y * 2.0);
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}
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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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}
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if (P(0x2F,0x2F)) {
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float dist = length(p - vec2(0.5));
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float pixel_size = length(1.0 / (output_resolution / input_resolution));
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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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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 > 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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float dist = p.x - 2.0 * p.y;
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float pixel_size = length(1.0 / (output_resolution / input_resolution)) * sqrt(5.0);
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if (dist > pixel_size / 2) {
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return w1;
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}
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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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float dist = p.y - 2.0 * p.x;
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float pixel_size = length(1.0 / (output_resolution / input_resolution)) * sqrt(5.0);
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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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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 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 / (output_resolution / input_resolution)) * sqrt(5.0);
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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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float dist = p.y + 2.0 * p.x;
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float pixel_size = length(1.0 / (output_resolution / input_resolution)) * sqrt(5.0);
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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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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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}
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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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}
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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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}
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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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float dist = p.x + p.y;
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float pixel_size = length(1.0 / (output_resolution / input_resolution));
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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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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 < 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 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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}
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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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}
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float dist = p.x + p.y;
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float pixel_size = length(1.0 / (output_resolution / input_resolution));
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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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/* We need more samples to "solve" this diagonal */
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vec4 x0 = texture2D(image, position + vec2( -o.x * 2.0, -o.y * 2.0));
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vec4 x1 = texture2D(image, position + vec2( -o.x , -o.y * 2.0));
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vec4 x2 = texture2D(image, position + vec2( 0.0 , -o.y * 2.0));
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vec4 x3 = texture2D(image, position + vec2( o.x , -o.y * 2.0));
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vec4 x4 = texture2D(image, position + vec2( -o.x * 2.0, -o.y ));
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vec4 x5 = texture2D(image, position + vec2( -o.x * 2.0, 0.0 ));
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vec4 x6 = texture2D(image, position + vec2( -o.x * 2.0, o.y ));
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if (is_different(x0, w4)) pattern |= 1 << 8;
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if (is_different(x1, w4)) pattern |= 1 << 9;
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if (is_different(x2, w4)) pattern |= 1 << 10;
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if (is_different(x3, w4)) pattern |= 1 << 11;
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if (is_different(x4, w4)) pattern |= 1 << 12;
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if (is_different(x5, w4)) pattern |= 1 << 13;
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if (is_different(x6, w4)) pattern |= 1 << 14;
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int diagonal_bias = -7;
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while (pattern != 0) {
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diagonal_bias += pattern & 1;
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pattern >>= 1;
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}
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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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void main() {
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gl_FragColor = scale(tex, texCoord, texSize, outputSize);
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}
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