373 lines
16 KiB
GLSL
Executable File
373 lines
16 KiB
GLSL
Executable File
#line 2
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// Remove this line below if you plan to modify this file
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#define USE_OPTIMIZED
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/*
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* Copyright (c) 2022-2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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/*
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* This file was modified by lax1dude to remove dead code
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*
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* Original: https://gist.github.com/kosua20/0c506b81b3812ac900048059d2383126
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*
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*/
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/*
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* ============================================================================
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*
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*
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* NVIDIA FXAA 3.11 by TIMOTHY LOTTES
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*
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*
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* ------------------------------------------------------------------------------
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* COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED.
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* ------------------------------------------------------------------------------
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* TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
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* *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
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* OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA
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* OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR
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* CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR
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* LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION,
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* OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE
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* THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
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* DAMAGES.
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*
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*/
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precision lowp int;
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precision mediump float;
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precision mediump sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out vec4 output4f;
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uniform sampler2D u_screenTexture;
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uniform vec2 u_screenSize2f;
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#ifndef USE_OPTIMIZED
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#ifndef FXAA_GREEN_AS_LUMA
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// For those using non-linear color,
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// and either not able to get luma in alpha, or not wanting to,
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// this enables FXAA to run using green as a proxy for luma.
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// So with this enabled, no need to pack luma in alpha.
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//
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// This will turn off AA on anything which lacks some amount of green.
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// Pure red and blue or combination of only R and B, will get no AA.
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//
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// Might want to lower the settings for both,
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// fxaaConsoleEdgeThresholdMin
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// fxaaQualityEdgeThresholdMin
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// In order to insure AA does not get turned off on colors
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// which contain a minor amount of green.
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//
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// 1 = On.
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// 0 = Off.
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//
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#define FXAA_GREEN_AS_LUMA 0
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#endif
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#ifndef FXAA_DISCARD
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// 1 = Use discard on pixels which don't need AA.
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// 0 = Return unchanged color on pixels which don't need AA.
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#define FXAA_DISCARD 0
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#endif
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/*============================================================================
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API PORTING
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============================================================================*/
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#define FxaaBool bool
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#define FxaaDiscard discard
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#define FxaaFloat float
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#define FxaaFloat2 vec2
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#define FxaaFloat3 vec3
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#define FxaaFloat4 vec4
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#define FxaaHalf float
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#define FxaaHalf2 vec2
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#define FxaaHalf3 vec3
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#define FxaaHalf4 vec4
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#define FxaaInt2 ivec2
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#define FxaaSat(x) clamp(x, 0.0, 1.0)
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#define FxaaTex sampler2D
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/*--------------------------------------------------------------------------*/
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#define FxaaTexTop(t, p) textureLod(t, p, 0.0)
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/*============================================================================
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GREEN AS LUMA OPTION SUPPORT FUNCTION
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============================================================================*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return dot(rgba.xyz * rgba.xyz, vec3(0.299, 0.587, 0.114)); }
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#else
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FxaaFloat FxaaLuma(FxaaFloat4 rgba) { return rgba.y; }
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#endif
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/*============================================================================
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FXAA3 CONSOLE - PC VERSION
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============================================================================*/
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 FxaaPixelShader(
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// See FXAA Quality FxaaPixelShader() source for docs on Inputs!
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//
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy} = center of pixel
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FxaaFloat2 pos,
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//
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// Used only for FXAA Console, and not used on the 360 version.
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// Use noperspective interpolation here (turn off perspective interpolation).
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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FxaaFloat4 fxaaConsolePosPos,
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//
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// Input color texture.
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// {rgb_} = color in linear or perceptual color space
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// if (FXAA_GREEN_AS_LUMA == 0)
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// {___a} = luma in perceptual color space (not linear)
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FxaaTex tex,
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//
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// Only used on FXAA Console.
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// This must be from a constant/uniform.
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// This effects sub-pixel AA quality and inversely sharpness.
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// Where N ranges between,
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// N = 0.50 (default)
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// N = 0.33 (sharper)
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// {x___} = -N/screenWidthInPixels
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// {_y__} = -N/screenHeightInPixels
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// {__z_} = N/screenWidthInPixels
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// {___w} = N/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt,
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//
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// Only used on FXAA Console.
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// Not used on 360, but used on PS3 and PC.
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// This must be from a constant/uniform.
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// {x___} = -2.0/screenWidthInPixels
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// {_y__} = -2.0/screenHeightInPixels
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// {__z_} = 2.0/screenWidthInPixels
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// {___w} = 2.0/screenHeightInPixels
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FxaaFloat4 fxaaConsoleRcpFrameOpt2,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3.
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// Due to the PS3 being ALU bound,
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// there are only three safe values here: 2 and 4 and 8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// For all other platforms can be a non-power of two.
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// 8.0 is sharper (default!!!)
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// 4.0 is softer
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// 2.0 is really soft (good only for vector graphics inputs)
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FxaaFloat fxaaConsoleEdgeSharpness,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define.
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// It is here now to allow easier tuning.
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// This does not effect PS3, as this needs to be compiled in.
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// Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3.
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// Due to the PS3 being ALU bound,
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// there are only two safe values here: 1/4 and 1/8.
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// These options use the shaders ability to a free *|/ by 2|4|8.
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// The console setting has a different mapping than the quality setting.
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// Other platforms can use other values.
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// 0.125 leaves less aliasing, but is softer (default!!!)
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// 0.25 leaves more aliasing, and is sharper
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FxaaFloat fxaaConsoleEdgeThreshold,
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//
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// Only used on FXAA Console.
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// This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define.
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// It is here now to allow easier tuning.
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// Trims the algorithm from processing darks.
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// The console setting has a different mapping than the quality setting.
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// This does not apply to PS3,
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// PS3 was simplified to avoid more shader instructions.
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// 0.06 - faster but more aliasing in darks
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// 0.05 - default
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// 0.04 - slower and less aliasing in darks
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// Special notes when using FXAA_GREEN_AS_LUMA,
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// Likely want to set this to zero.
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// As colors that are mostly not-green
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// will appear very dark in the green channel!
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// Tune by looking at mostly non-green content,
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// then start at zero and increase until aliasing is a problem.
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FxaaFloat fxaaConsoleEdgeThresholdMin
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) {
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaNw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xy));
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FxaaFloat lumaSw = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.xw));
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FxaaFloat lumaNe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zy));
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FxaaFloat lumaSe = FxaaLuma(FxaaTexTop(tex, fxaaConsolePosPos.zw));
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 rgbyM = FxaaTexTop(tex, pos.xy);
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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FxaaFloat lumaM = FxaaLuma(rgbyM);
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#else
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FxaaFloat lumaM = rgbyM.y;
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#endif
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNwSw = max(lumaNw, lumaSw);
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lumaNe += 1.0/384.0;
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FxaaFloat lumaMinNwSw = min(lumaNw, lumaSw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxNeSe = max(lumaNe, lumaSe);
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FxaaFloat lumaMinNeSe = min(lumaNe, lumaSe);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMax = max(lumaMaxNeSe, lumaMaxNwSw);
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FxaaFloat lumaMin = min(lumaMinNeSe, lumaMinNwSw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMaxScaled = lumaMax * fxaaConsoleEdgeThreshold;
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/*--------------------------------------------------------------------------*/
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FxaaFloat lumaMinM = min(lumaMin, lumaM);
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FxaaFloat lumaMaxScaledClamped = max(fxaaConsoleEdgeThresholdMin, lumaMaxScaled);
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FxaaFloat lumaMaxM = max(lumaMax, lumaM);
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FxaaFloat dirSwMinusNe = lumaSw - lumaNe;
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FxaaFloat lumaMaxSubMinM = lumaMaxM - lumaMinM;
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FxaaFloat dirSeMinusNw = lumaSe - lumaNw;
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if(lumaMaxSubMinM < lumaMaxScaledClamped)
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{
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#if (FXAA_DISCARD == 1)
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FxaaDiscard;
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#else
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return rgbyM;
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#endif
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}
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir;
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dir.x = dirSwMinusNe + dirSeMinusNw;
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dir.y = dirSwMinusNe - dirSeMinusNw;
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir1 = normalize(dir.xy);
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FxaaFloat4 rgbyN1 = FxaaTexTop(tex, pos.xy - dir1 * fxaaConsoleRcpFrameOpt.zw);
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FxaaFloat4 rgbyP1 = FxaaTexTop(tex, pos.xy + dir1 * fxaaConsoleRcpFrameOpt.zw);
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/*--------------------------------------------------------------------------*/
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FxaaFloat dirAbsMinTimesC = min(abs(dir1.x), abs(dir1.y)) * fxaaConsoleEdgeSharpness;
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FxaaFloat2 dir2 = clamp(dir1.xy / dirAbsMinTimesC, -2.0, 2.0);
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/*--------------------------------------------------------------------------*/
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FxaaFloat2 dir2x = dir2 * fxaaConsoleRcpFrameOpt2.zw;
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FxaaFloat4 rgbyN2 = FxaaTexTop(tex, pos.xy - dir2x);
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FxaaFloat4 rgbyP2 = FxaaTexTop(tex, pos.xy + dir2x);
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/*--------------------------------------------------------------------------*/
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FxaaFloat4 rgbyA = rgbyN1 + rgbyP1;
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FxaaFloat4 rgbyB = ((rgbyN2 + rgbyP2) * 0.25) + (rgbyA * 0.25);
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/*--------------------------------------------------------------------------*/
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#if (FXAA_GREEN_AS_LUMA == 0)
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// TODO Luma
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float lumaB = FxaaLuma(rgbyB);
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#else
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float lumaB = rgbyB.y;
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#endif
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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rgbyB.xyz = rgbyA.xyz * 0.5;
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//
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return rgbyB;
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}
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/*==========================================================================*/
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#define edgeSharpness 3.0
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#define edgeThreshold 0.15
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#define edgeThresholdMin 0.05
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void main(){
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vec2 screenSize05 = 0.5 * u_screenSize2f;
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vec4 posPos;
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posPos.xy = v_position2f;
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posPos.zw = v_position2f + u_screenSize2f;
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vec4 rcpFrameOpt;
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rcpFrameOpt.xy = -screenSize05;
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rcpFrameOpt.zw = screenSize05;
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output4f = vec4(FxaaPixelShader(v_position2f + screenSize05, posPos, u_screenTexture, rcpFrameOpt, rcpFrameOpt * 4.0, edgeSharpness, edgeThreshold, edgeThresholdMin).rgb, 1.0);
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}
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#else
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// This 'optimized' code was generated using glslangValidator + spirv-cross + spirv-opt on the source code above
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// Is it faster? Idfk, probably compiles faster at least, what matters it I tried
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float _616;
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vec4 _617;
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void main()
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{
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mediump vec2 _257 = u_screenSize2f * 0.5;
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mediump vec4 _611 = vec4(v_position2f, v_position2f + u_screenSize2f);
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mediump vec4 _612 = vec4(_616, _616, _257);
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mediump vec2 _290 = v_position2f + _257;
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mediump vec4 _608;
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for(;;)
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{
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mediump vec3 _532 = textureLod(u_screenTexture, _611.xy, 0.0).xyz;
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mediump float _536 = dot(_532 * _532, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec3 _540 = textureLod(u_screenTexture, _611.xw, 0.0).xyz;
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mediump float _544 = dot(_540 * _540, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec3 _548 = textureLod(u_screenTexture, _611.zy, 0.0).xyz;
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mediump vec3 _556 = textureLod(u_screenTexture, _611.zw, 0.0).xyz;
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mediump float _560 = dot(_556 * _556, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec4 _390 = textureLod(u_screenTexture, _290, 0.0);
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mediump vec3 _564 = _390.xyz;
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mediump float _568 = dot(_564 * _564, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump float _397 = dot(_548 * _548, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625)) + 0.00260416674427688121795654296875;
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mediump float _409 = max(max(_397, _560), max(_536, _544));
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mediump float _412 = min(min(_397, _560), min(_536, _544));
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mediump float _427 = _544 - _397;
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mediump float _433 = _560 - _536;
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if ((max(_409, _568) - min(_412, _568)) < max(0.0500000007450580596923828125, _409 * 0.1500000059604644775390625))
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{
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_608 = _390;
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break;
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}
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mediump vec2 _449 = normalize(vec2(_427 + _433, _427 - _433));
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vec2 hp_copy_449 = _449;
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mediump vec2 _454 = _612.zw;
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vec2 _614 = -hp_copy_449;
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mediump vec2 mp_copy_614 = _614;
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mediump vec2 _481 = clamp(_449 / vec2(min(abs(_449.x), abs(_449.y)) * 3.0), vec2(-2.0), vec2(2.0));
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vec2 hp_copy_481 = _481;
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mediump vec2 _484 = (_612 * 4.0).zw;
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vec2 _615 = -hp_copy_481;
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mediump vec2 mp_copy_615 = _615;
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mediump vec4 _498 = textureLod(u_screenTexture, mp_copy_614 * _454 + _290, 0.0) + textureLod(u_screenTexture, _449 * _454 + _290, 0.0);
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mediump vec4 _505 = ((textureLod(u_screenTexture, mp_copy_615 * _484 + _290, 0.0) + textureLod(u_screenTexture, _481 * _484 + _290, 0.0)) * 0.25) + (_498 * 0.25);
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mediump float _576 = dot(_505.xyz * _505.xyz, vec3(0.2989999949932098388671875, 0.58700001239776611328125, 0.114000000059604644775390625));
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mediump vec4 _607;
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if ((_576 < _412) || (_576 > _409))
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{
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mediump vec3 _518 = _498.xyz * 0.5;
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mediump vec4 _600;
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_600.x = _518.x;
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_600.y = _518.y;
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_600.z = _518.z;
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_607 = _600;
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}
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else
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{
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_607 = _505;
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}
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_608 = _607;
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break;
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}
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output4f = vec4(_608.xyz, 1.0);
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}
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#endif |