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https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
cleanup shader code
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5fd49993c0
commit
bae11e7f9f
@ -94,7 +94,7 @@ static char PASSTHROUGH_FRAG_SHADER[] =
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static char CATMULL_ROM_FRAG_SHADER[] =
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"#version 130\n"
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"out mediump vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"uniform int FrameDirection;\n"
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"uniform int FrameCount;\n"
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"uniform vec2 OutputSize;\n"
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@ -103,15 +103,11 @@ static char CATMULL_ROM_FRAG_SHADER[] =
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"uniform sampler2D Texture;\n"
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"in vec4 TEX0;\n"
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"\n"
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"#define Source Texture\n"
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"#define vTexCoord TEX0.xy\n"
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"\n"
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"#define SourceSize vec4(TextureSize, 1.0 / TextureSize)\n"
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"#define outsize vec4(OutputSize, 1.0 / OutputSize)\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 samplePos = vTexCoord * SourceSize.xy;\n"
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" vec2 samplePos = TEX0.xy * SourceSize.xy;\n"
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" vec2 texPos1 = floor(samplePos - 0.5) + 0.5;\n"
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"\n"
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" vec2 f = samplePos - texPos1;\n"
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@ -140,11 +136,11 @@ static char CATMULL_ROM_FRAG_SHADER[] =
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"\n"
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" vec3 result = vec3(0.0f);\n"
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"\n"
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" result += texture(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n"
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" result += texture(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;\n"
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" result += texture(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n"
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" result += texture(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n"
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" result += texture(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n"
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" result += texture(Texture, vec2(texPos12.x, texPos0.y)).rgb * wtm;\n"
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" result += texture(Texture, vec2(texPos0.x, texPos12.y)).rgb * wml;\n"
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" result += texture(Texture, vec2(texPos12.x, texPos12.y)).rgb * wmm;\n"
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" result += texture(Texture, vec2(texPos3.x, texPos12.y)).rgb * wmr;\n"
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" result += texture(Texture, vec2(texPos12.x, texPos3.y)).rgb * wbm;\n"
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"\n"
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" FragColor = vec4(result * (1. / (wtm + wml + wmm + wmr + wbm)), 1.0);\n"
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"}\n";
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@ -271,7 +267,7 @@ static char LANCZOS2_FRAG_SHADER[] =
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static char XBR_LV2_VERT_SHADER[] =
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"#version 130\n"
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" \n"
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"\n"
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"#define texCoord TEX0\n"
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"#define t1 TEX1\n"
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"#define t2 TEX2\n"
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@ -281,9 +277,9 @@ static char XBR_LV2_VERT_SHADER[] =
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"#define t6 TEX6\n"
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"#define t7 TEX7\n"
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"\n"
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"in vec4 VertexCoord;\n"
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"in vec4 Color;\n"
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"in vec2 TexCoord;\n"
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"in vec4 VertexCoord;\n"
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"in vec4 Color;\n"
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"in vec2 TexCoord;\n"
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"\n"
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"out vec4 color;\n"
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"out vec2 texCoord;\n"
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@ -311,7 +307,7 @@ static char XBR_LV2_VERT_SHADER[] =
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" float dy = (1.0/TextureSize.y);\n"
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"\n"
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" texCoord = TexCoord;\n"
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" texCoord.x *= 1.00000001;\n"
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" texCoord.x *= 1.00000001;\n"
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" t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1\n"
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" t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C\n"
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" t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F\n"
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@ -346,40 +342,7 @@ static char XBR_LV2_FRAG_SHADER[] =
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"#define XBR_SCALE 3.0\n"
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"\n"
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"#define lv2_cf XBR_LV2_COEFFICIENT\n"
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" \n"
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"#define texCoord TEX0\n"
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"#define t1 TEX1\n"
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"#define t2 TEX2\n"
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"#define t3 TEX3\n"
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"#define t4 TEX4\n"
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"#define t5 TEX5\n"
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"#define t6 TEX6\n"
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"#define t7 TEX7\n"
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"\n"
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"\n"
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"//#pragma parameter XBR_SCALE \"xBR Scale\" 3.0 1.0 5.0 1.0\n"
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"#pragma parameter XBR_Y_WEIGHT \"Y Weight\" 48.0 0.0 100.0 1.0\n"
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"#pragma parameter XBR_EQ_THRESHOLD \"Eq Threshold\" 15.0 0.0 50.0 1.0\n"
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"#pragma parameter XBR_LV1_COEFFICIENT \"Lv1 Coefficient\" 0.5 0.0 30.0 0.5\n"
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"#pragma parameter XBR_LV2_COEFFICIENT \"Lv2 Coefficient\" 2.0 1.0 3.0 0.1\n"
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"#pragma parameter small_details \"Preserve Small Details\" 0.0 0.0 1.0 1.0\n"
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"\n"
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"#define mul(a,b) (b*a)\n"
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"\n"
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"// Uncomment just one of the three params below to choose the corner detection\n"
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"//#define CORNER_A\n"
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"//#define CORNER_B\n"
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"#define CORNER_C\n"
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"//#define CORNER_D\n"
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"\n"
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"#ifndef CORNER_A\n"
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" #define SMOOTH_TIPS\n"
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"#endif\n"
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"\n"
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"#define XBR_SCALE 3.0\n"
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"\n"
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"#define lv2_cf XBR_LV2_COEFFICIENT\n"
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" \n"
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"#define texCoord TEX0\n"
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"#define t1 TEX1\n"
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"#define t2 TEX2\n"
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@ -520,11 +483,11 @@ static char XBR_LV2_FRAG_SHADER[] =
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" vec4 g = c.zwxy;\n"
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" vec4 h = b.zwxy;\n"
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" vec4 i = c.wxyz;\n"
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" \n"
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"\n"
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" vec4 i4, i5, h5, f4;\n"
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" \n"
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"\n"
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" float y_weight = XBR_Y_WEIGHT;\n"
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" \n"
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"\n"
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" if (small_details < 0.5)\n"
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" {\n"
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" i4 = vec4(dot(I4,rgbw), dot(C1,rgbw), dot(A0,rgbw), dot(G5,rgbw));\n"
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