mirror of https://github.com/PCSX2/pcsx2.git
OpenGL Updates - fix effects for both D3D & OGL
I had to edit this via the GitHub editor. I finish up my changes, and for some reason the pcsx2 repository won't let me read or write to it, since the last merge. I checked my other repositories, and they're working fine. ?.?
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167
bin/shader.fx
167
bin/shader.fx
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@ -17,6 +17,7 @@
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#ifndef SHADER_MODEL
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#define GLSL 1
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#extension GL_ARB_gpu_shader5 : enable
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#else
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#define GLSL 0
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#endif
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@ -38,7 +39,10 @@
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#define float2 vec2
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#define float3 vec3
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#define float4 vec4
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#define float4x3 mat4x3
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#define static
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#define frac fract
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#define mul(x, y) y * x
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#define lerp(x,y,s) mix(x,y,s)
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#define saturate(x) clamp(x, 0.0, 1.0)
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#define SamplerState sampler2D
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@ -117,6 +121,15 @@ float4 sample_tex(SamplerState texSample, float2 t)
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#endif
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}
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float4 sample_texLevel(SamplerState texSample, float2 t, float lod)
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{
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#if (GLSL == 1)
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return texture(texSample, t, lod);
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#else
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return Texture.Sample(texSample, t, lod);
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#endif
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}
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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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@ -164,6 +177,22 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaSat(x) saturate(x)
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#endif
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#if (GLSL == 1)
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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#define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o)
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#if (FXAA_GATHER4_ALPHA == 1)
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// use #extension GL_ARB_gpu_shader5 : enable
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#define FxaaTexAlpha4(t, p) textureGather(t, p, 3)
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#define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3)
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#define FxaaTexGreen4(t, p) textureGather(t, p, 1)
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#define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1)
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#endif
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#endif
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.0
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#define FXAA_QUALITY__P2 1.0
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@ -488,10 +517,16 @@ float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaS
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float4 FxaaPass(float4 FxaaColor, float2 texcoord)
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{
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FxaaTex tex;
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#if(GLSL == 1)
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tex = TextureSampler;
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vec2 PixelSize = textureSize(tex, 0);
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FxaaColor = FxaaPixelShader(texcoord, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#else
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tex.tex = Texture;
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tex.smpl = TextureSampler;
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FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
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#endif
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return FxaaColor;
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}
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@ -661,8 +696,8 @@ float4 BicubicFilter(SamplerState texSample, float2 texcoord)
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float texelSizeX = pixelSize.x;
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float texelSizeY = pixelSize.y;
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float4 nSum = (float4)0.0;
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float4 nDenom = (float4)0.0;
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float4 nSum = float4(0.0, 0.0, 0.0, 0.0);
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float4 nDenom = float4(0.0, 0.0, 0.0, 0.0);
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float a = frac(texcoord.x * screenSize.x);
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float b = frac(texcoord.y * screenSize.y);
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@ -766,14 +801,19 @@ float4 GaussianPass(float4 color, float2 texcoord)
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#if (BICUBLIC_SCALAR == 1)
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float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
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{
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float2 rec_nrCP = float2(1.0/texSize.x, 1.0/texSize.y);
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float2 inputSize = float2(1.0/texSize.x, 1.0/texSize.y);
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float2 coord_hg = uv * texSize - 0.5;
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float2 index = floor(coord_hg);
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float2 f = coord_hg - index;
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#if (GLSL == 1)
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mat4 M = mat4( -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
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-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 );
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#else
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float4x4 M = { -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0,
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-3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 };
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#endif
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M /= 6.0;
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float4 wx = mul(float4(f.x*f.x*f.x, f.x*f.x, f.x, 1.0), M);
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@ -793,10 +833,10 @@ float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
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float2 coord01 = index + float2(h0.x, h1.y);
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float2 coord11 = index + h1;
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coord00 = (coord00 + 0.5) * rec_nrCP;
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coord10 = (coord10 + 0.5) * rec_nrCP;
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coord01 = (coord01 + 0.5) * rec_nrCP;
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coord11 = (coord11 + 0.5) * rec_nrCP;
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coord00 = (coord00 + 0.5) * inputSize;
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coord10 = (coord10 + 0.5) * inputSize;
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coord01 = (coord01 + 0.5) * inputSize;
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coord11 = (coord11 + 0.5) * inputSize;
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float4 tex00 = sample_texLevel(tex, coord00, 0);
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float4 tex10 = sample_texLevel(tex, coord10, 0);
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@ -805,6 +845,7 @@ float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize)
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tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y));
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tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y));
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float4 res = lerp(tex10, tex00, float4(g0.x, g0.x, g0.x, g0.x));
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return res;
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@ -822,31 +863,34 @@ float4 BiCubicScalarPass(float4 color, float2 texcoord)
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------------------------------------------------------------------------------*/
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#if (LANCZOS_SCALAR == 1)
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float3 pixel(float xpos, float ypos)
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float3 PixelPos(float xpos, float ypos)
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{
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return sample_tex(TextureSampler, float2(xpos, ypos)).rgb;
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}
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float3 line_run(float ypos, float4 xpos, float4 linetaps)
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{
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return mul(linetaps, float4x3(pixel(xpos.x, ypos), pixel(xpos.y, ypos),
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pixel(xpos.z, ypos), pixel(xpos.w, ypos)));
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}
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float4 weight4(float x)
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float4 WeightQuad(float x)
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{
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#define FIX(c) max(abs(c), 1e-5);
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const float PI = 3.1415926535897932384626433832795;
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float4 sample = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x));
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float4 ret = sin(sample) * sin(sample / 2.0) / (sample * sample);
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float4 weight = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x));
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float4 ret = sin(weight) * sin(weight / 2.0) / (weight * weight);
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return ret / dot(ret, float4(1.0, 1.0, 1.0, 1.0));
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}
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float4 LanczosScalar(float2 texcoord, float2 texSize)
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float3 LineRun(float ypos, float4 xpos, float4 linetaps)
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{
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float2 stepxy = 1.0 / texSize;
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return mul(linetaps, float4x3(
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PixelPos(xpos.x, ypos),
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PixelPos(xpos.y, ypos),
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PixelPos(xpos.z, ypos),
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PixelPos(xpos.w, ypos)));
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}
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float4 LanczosScalar(float2 texcoord, float2 inputSize)
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{
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float2 stepxy = float2(1.0/inputSize.x, 1.0/inputSize.y);
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float2 pos = texcoord + stepxy;
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float2 f = frac(pos / stepxy);
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@ -856,15 +900,15 @@ float4 LanczosScalar(float2 texcoord, float2 texSize)
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xystart.x + stepxy.x * 2.0,
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xystart.x + stepxy.x * 3.0);
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float4 linetaps = weight4(f.x);
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float4 columntaps = weight4(f.y);
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float4 linetaps = WeightQuad(f.x);
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float4 columntaps = WeightQuad(f.y);
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// final sum and weight normalization
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return float4(mul(columntaps, float4x3(
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line_run(xystart.y, xpos, linetaps),
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line_run(xystart.y + stepxy.y, xpos, linetaps),
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line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps),
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line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0);
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LineRun(xystart.y, xpos, linetaps),
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LineRun(xystart.y + stepxy.y, xpos, linetaps),
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LineRun(xystart.y + stepxy.y * 2.0, xpos, linetaps),
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LineRun(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0);
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}
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float4 LanczosScalarPass(float4 color, float2 texcoord)
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@ -926,8 +970,8 @@ float4 SampleBicubic(in SamplerState texSample, in float2 texcoord)
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float texelSizeX = pixelSize.x * float(SharpenBias);
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float texelSizeY = pixelSize.y * float(SharpenBias);
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float4 nSum = (float4)0.0;
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float4 nDenom = (float4)0.0;
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float4 nSum = float4(0.0, 0.0, 0.0, 0.0);
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float4 nDenom = float4(0.0, 0.0, 0.0, 0.0);
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float a = frac(texcoord.x * screenSize.x);
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float b = frac(texcoord.y * screenSize.y);
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@ -985,7 +1029,11 @@ float4 TexSharpenPass(float4 color, float2 texcoord)
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#if (PIXEL_VIBRANCE == 1)
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float4 VibrancePass(float4 color, float2 texcoord)
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{
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#if (GLSL == 1)
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float3 luma = float3(RGBLuminance(color.rgb));
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#else
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float luma = RGBLuminance(color.rgb);
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#endif
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float colorMax = max(color.r, max(color.g, color.b));
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float colorMin = min(color.r, min(color.g, color.b));
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@ -1171,11 +1219,7 @@ float3 ColorCorrection(float3 color)
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return saturate(color);
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}
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#if (GLSL == 1)
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float4 TonemapPass(float4 color, float2 texcoord)
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#else
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float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
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#endif
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{
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const float delta = 0.001f;
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const float wpoint = pow(1.002f, 2.0f);
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@ -1204,6 +1248,7 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
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float3 XYZ = mul(RGB2XYZ, color.rgb);
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#endif
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// XYZ -> Yxy conversion
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float3 Yxy;
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@ -1247,6 +1292,7 @@ float4 TonemapPass(float4 color, float2 texcoord) : COLOR0
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0.0556434,-0.2040259, 1.0572252 };
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#endif
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#if (GLSL == 1)
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color.rgb = XYZ2RGB * XYZ;
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#else
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@ -1267,7 +1313,11 @@ float4 ContrastPass(float4 color, float2 texcoord)
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float CurveBlend = CurvesContrast;
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#if (CurveType != 2)
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#if (GLSL == 1)
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float3 luma = float3(RGBLuminance(color.rgb));
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#else
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float3 luma = (float3)RGBLuminance(color.rgb);
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#endif
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float3 chroma = color.rgb - luma;
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#endif
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@ -1329,17 +1379,17 @@ static const float3 thresholds = float3(5.0, 8.0, 6.0);
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float3 GetYUV(float3 rgb)
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{
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#if (LumaConversion == 1)
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#if (GLSL == 1)
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mat3 RGB2YUV = mat3(
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0.2126, 0.09991, 0.615,
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0.7152, -0.33609, -0.55861,
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0.0722, 0.436, -0.05639 );
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#else
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float3x3 RGB2YUV = {
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0.2126, 0.7152, 0.0722,
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-0.09991, -0.33609, 0.436,
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0.615, -0.55861, -0.05639 };
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#else
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float3x3 RGB2YUV = {
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0.299, 0.587, 0.114,
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-0.14713, -0.28886f, 0.436,
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0.615, -0.51499, -0.10001 };
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#endif
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return mul(RGB2YUV, rgb);
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@ -1347,17 +1397,17 @@ float3 GetYUV(float3 rgb)
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float3 GetRGB(float3 yuv)
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{
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#if (LumaConversion == 1)
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#if (GLSL == 1)
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mat3 YUV2RGB = mat3(
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1.000, 1.000, 1.000,
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0.000, -0.21482, 2.12798,
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1.28033, -0.38059, 0.000 );
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#else
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float3x3 YUV2RGB = {
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1.000, 0.000, 1.28033,
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1.000, -0.21482, -0.38059,
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1.000, 2.12798, 0.000 };
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#else
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float3x3 YUV2RGB = {
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1.000, 0.000, 1.13983,
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1.000, -0.39465, -0.58060,
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1.000, 2.03211, 0.000 };
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#endif
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return mul(YUV2RGB, yuv);
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@ -1445,7 +1495,7 @@ float RGBCVtoHUE(float3 RGB, float C, float V)
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float3 Delta = (V - RGB) / C;
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Delta.rgb -= Delta.brg;
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Delta.rgb += float3(2, 4, 6);
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Delta.rgb += float3(2.0, 4.0, 6.0);
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Delta.brg = step(V, RGB) * Delta.brg;
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float H;
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@ -1455,7 +1505,7 @@ float RGBCVtoHUE(float3 RGB, float C, float V)
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float3 RGBtoHSV(float3 RGB)
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{
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float3 HSV = 0;
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float3 HSV = float3(0.0, 0.0, 0.0);
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HSV.z = max(RGB.r, max(RGB.g, RGB.b));
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float M = min(RGB.r, min(RGB.g, RGB.b));
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float C = HSV.z - M;
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@ -1556,24 +1606,18 @@ float4 ColorGrading(float4 color, float2 texcoord)
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#if (SCANLINES == 1)
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float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
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{
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#if (ScanlineType == 3)
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float amount = ScanlineBrightness;
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float intensity = ScanlineIntensity;
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float pos0 = ((texcoord.y + 1.0) * 170.0 * amount);
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float pos1 = cos((frac(pos0 * ScanlineScale) - 0.5) * 3.1415926 * intensity) * 1.2;
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color = lerp(float4(0, 0, 0, 0), color, pos1);
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#else
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float4 intensity;
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#if (GLSL == 1)
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fragcoord = gl_FragCoord;
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#endif
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#if (ScanlineType == 0)
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if (frac(fragcoord.y * 0.5) > ScanlineScale)
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if (frac(fragcoord.y * 0.25) > ScanlineScale)
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#elif (ScanlineType == 1)
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if (frac(fragcoord.x * 0.5) > ScanlineScale)
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if (frac(fragcoord.x * 0.25) > ScanlineScale)
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#elif (ScanlineType == 2)
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if (frac(fragcoord.x * 0.5) > ScanlineScale && frac(fragcoord.y * 0.5) > ScanlineScale)
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if (frac(fragcoord.x * 0.25) > ScanlineScale && frac(fragcoord.y * 0.5) > ScanlineScale)
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#endif
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{
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intensity = float4(0.0, 0.0, 0.0, 0.0);
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@ -1586,7 +1630,6 @@ float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord)
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float level = (4.0 - texcoord.x) * ScanlineIntensity;
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color = intensity * (0.5 - level) + color * 1.1;
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#endif
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return color;
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}
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@ -1687,11 +1730,13 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
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{
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#if (GLSL == 1)
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float2 texcoord = PSin.t;
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float4 position = PSin.p;
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float4 color = texture(TextureSampler, texcoord);
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#else
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PS_OUTPUT output;
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float2 texcoord = input.t;
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float4 position = input.p;
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float4 color = sample_tex(TextureSampler, texcoord);
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#endif
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@ -1728,7 +1773,7 @@ PS_OUTPUT ps_main(VS_OUTPUT input)
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#endif
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#if (SCANLINES == 1)
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color = ScanlinesPass(color, texcoord, input.p);
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color = ScanlinesPass(color, texcoord, position);
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#endif
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#if (BLENDED_BLOOM == 1)
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