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more macro fixes
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hunterk committed Oct 17, 2017
1 parent dd8e4fa commit 17ec3b3
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Showing 18 changed files with 131 additions and 131 deletions.
2 changes: 1 addition & 1 deletion dithering/shaders/mdapt/passes/mdapt-pass3.glsl
Expand Up @@ -90,7 +90,7 @@ COMPAT_VARYING vec4 TEX0;
#define OutSize vec4(OutputSize, 1.0 / OutputSize)

#define TEX(dx,dy) COMPAT_TEXTURE(Source, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
#define TEXt0(dx,dy) texture(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
#define TEXt0(dx,dy) COMPAT_TEXTURE(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw)

bool eq(vec3 A, vec3 B){
return (A == B);
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6 changes: 3 additions & 3 deletions dithering/shaders/mdapt/passes/mdapt-pass4.glsl
Expand Up @@ -108,16 +108,16 @@ uniform COMPAT_PRECISION float linear_gamma;
#endif

//#define TEX(dx,dy) COMPAT_TEXTURE(Source, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
//#define TEXt0(dx,dy) texture(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw)
//#define TEXt0(dx,dy) COMPAT_TEXTURE(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw)

vec4 TEX(float dx, float dy){
if(linear_gamma > 0.5) return pow(COMPAT_TEXTURE(Source, vTexCoord+vec2((dx),(dy))*SourceSize.zw), vec4(2.2));
else return COMPAT_TEXTURE(Source, vTexCoord+vec2((dx),(dy))*SourceSize.zw);
}

vec4 TEXt0(float dx, float dy){
if(linear_gamma > 0.5) return pow(texture(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw), vec4(2.2));
else return texture(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw);
if(linear_gamma > 0.5) return pow(COMPAT_TEXTURE(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw), vec4(2.2));
else return COMPAT_TEXTURE(Original, vTexCoord+vec2((dx),(dy))*SourceSize.zw);
}

bool eq(vec3 A, vec3 B){
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8 changes: 4 additions & 4 deletions hqx/shader-files/hqx-pass2.glsl
Expand Up @@ -121,10 +121,10 @@ void main()
float dx = SourceSize.z;
float dy = SourceSize.w;

vec3 p1 = texture(Original, vTexCoord).rgb;
vec3 p2 = texture(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
vec3 p3 = texture(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
vec3 p4 = texture(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;
vec3 p1 = COMPAT_TEXTURE(Original, vTexCoord).rgb;
vec3 p2 = COMPAT_TEXTURE(Original, vTexCoord + vec2(dx, dy) * quad).rgb;
vec3 p3 = COMPAT_TEXTURE(Original, vTexCoord + vec2(dx, 0.0) * quad).rgb;
vec3 p4 = COMPAT_TEXTURE(Original, vTexCoord + vec2(0.0, dy) * quad).rgb;

vec2 index = COMPAT_TEXTURE(Source, vTexCoord).xy * vec2(255.0, 15.0 * (SCALE * SCALE));
index.y += dot(floor(fp * SCALE), vec2(1.0, SCALE));
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4 changes: 2 additions & 2 deletions ntsc/shaders/artifact-colors/artifact-colors2.glsl
Expand Up @@ -217,7 +217,7 @@ void main()
FragColor = vec4(color, 0.);

#elif(VIEW_MODE == RGB)
FragColor = texture(Original, vTexCoord.xy);
FragColor = COMPAT_TEXTURE(Original, vTexCoord.xy);

#elif(VIEW_MODE == LUMA)
FragColor = vec4(luma);
Expand All @@ -231,7 +231,7 @@ void main()
#elif(VIEW_MODE == SPLIT)
if(vTexCoord.x < 0.30)
{
FragColor = texture(Original, vTexCoord.xy);
FragColor = COMPAT_TEXTURE(Original, vTexCoord.xy);
}
else
{
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2 changes: 1 addition & 1 deletion sharpen/shaders/diff.glsl
Expand Up @@ -116,7 +116,7 @@ void main()
vec2 tex = vTexCoord;

vec4 c0 = COMPAT_TEXTURE(Source, tex);
vec4 c1 = texture(Original, tex);
vec4 c1 = COMPAT_TEXTURE(Original, tex);

FragColor = vec4(c0.xyz - c1.xyz, RGBtoYUV(c0.rgb));
}
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42 changes: 21 additions & 21 deletions test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl
Expand Up @@ -232,33 +232,33 @@ void main()
vec4 PH = COMPAT_TEXTURE(Source, t4.yw);
vec4 PI = COMPAT_TEXTURE(Source, t4.zw);

vec3 A1 = texture(Original, t1.xw).rgb;
vec3 B1 = texture(Original, t1.yw).rgb;
vec3 C1 = texture(Original, t1.zw).rgb;
vec3 A1 = COMPAT_TEXTURE(Original, t1.xw).rgb;
vec3 B1 = COMPAT_TEXTURE(Original, t1.yw).rgb;
vec3 C1 = COMPAT_TEXTURE(Original, t1.zw).rgb;

vec3 A = texture(Original, t2.xw).rgb;
vec3 B = texture(Original, t2.yw).rgb;
vec3 C = texture(Original, t2.zw).rgb;
vec3 A = COMPAT_TEXTURE(Original, t2.xw).rgb;
vec3 B = COMPAT_TEXTURE(Original, t2.yw).rgb;
vec3 C = COMPAT_TEXTURE(Original, t2.zw).rgb;

vec3 D = texture(Original, t3.xw).rgb;
vec3 E = texture(Original, t3.yw).rgb;
vec3 F = texture(Original, t3.zw).rgb;
vec3 D = COMPAT_TEXTURE(Original, t3.xw).rgb;
vec3 E = COMPAT_TEXTURE(Original, t3.yw).rgb;
vec3 F = COMPAT_TEXTURE(Original, t3.zw).rgb;

vec3 G = texture(Original, t4.xw).rgb;
vec3 H = texture(Original, t4.yw).rgb;
vec3 I = texture(Original, t4.zw).rgb;
vec3 G = COMPAT_TEXTURE(Original, t4.xw).rgb;
vec3 H = COMPAT_TEXTURE(Original, t4.yw).rgb;
vec3 I = COMPAT_TEXTURE(Original, t4.zw).rgb;

vec3 G5 = texture(Original, t5.xw).rgb;
vec3 H5 = texture(Original, t5.yw).rgb;
vec3 I5 = texture(Original, t5.zw).rgb;
vec3 G5 = COMPAT_TEXTURE(Original, t5.xw).rgb;
vec3 H5 = COMPAT_TEXTURE(Original, t5.yw).rgb;
vec3 I5 = COMPAT_TEXTURE(Original, t5.zw).rgb;

vec3 A0 = texture(Original, t6.xy).rgb;
vec3 D0 = texture(Original, t6.xz).rgb;
vec3 G0 = texture(Original, t6.xw).rgb;
vec3 A0 = COMPAT_TEXTURE(Original, t6.xy).rgb;
vec3 D0 = COMPAT_TEXTURE(Original, t6.xz).rgb;
vec3 G0 = COMPAT_TEXTURE(Original, t6.xw).rgb;

vec3 C4 = texture(Original, t7.xy).rgb;
vec3 F4 = texture(Original, t7.xz).rgb;
vec3 I4 = texture(Original, t7.xw).rgb;
vec3 C4 = COMPAT_TEXTURE(Original, t7.xy).rgb;
vec3 F4 = COMPAT_TEXTURE(Original, t7.xz).rgb;
vec3 I4 = COMPAT_TEXTURE(Original, t7.xw).rgb;

vec4 b = mul( mat4x3(B, D, H, F), yuv_weighted0 );
vec4 c = mul( mat4x3(C, A, G, I), yuv_weighted0 );
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Expand Up @@ -202,12 +202,12 @@ void main()
vec2 g1 = dir * ( saturate(-dir.y*dir.x) * t1.zw + saturate( dir.y*dir.x) * t1.xy );
vec2 g2 = dir * ( saturate( dir.y*dir.x) * t1.zw + saturate(-dir.y*dir.x) * t1.xy );

vec3 E = texture(Original, vTexCoord ).rgb;
vec3 F = texture(Original, vTexCoord + g1).rgb;
vec3 H = texture(Original, vTexCoord + g2).rgb;
vec3 I = texture(Original, vTexCoord + g1 + g2).rgb;
vec3 F4 = texture(Original, vTexCoord + 2.0 * g1).rgb;
vec3 H5 = texture(Original, vTexCoord + 2.0 * g2).rgb;
vec3 E = COMPAT_TEXTURE(Original, vTexCoord ).rgb;
vec3 F = COMPAT_TEXTURE(Original, vTexCoord + g1).rgb;
vec3 H = COMPAT_TEXTURE(Original, vTexCoord + g2).rgb;
vec3 I = COMPAT_TEXTURE(Original, vTexCoord + g1 + g2).rgb;
vec3 F4 = COMPAT_TEXTURE(Original, vTexCoord + 2.0 * g1).rgb;
vec3 H5 = COMPAT_TEXTURE(Original, vTexCoord + 2.0 * g2).rgb;

float e = dot(E, yuv_weighted0);
float f = dot(F, yuv_weighted0);
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6 changes: 3 additions & 3 deletions xbr/shaders/2xBR-multipass/2xbr-lv1-c-pass1.glsl
Expand Up @@ -128,9 +128,9 @@ void main()
vec2 g1 = dir*t1.xy;
vec2 g2 = dir*t1.zw;

vec3 F = texture(Original, OriginalCoord +g1).rgb;
vec3 H = texture(Original, OriginalCoord +g2).rgb;
vec3 E = texture(Original, OriginalCoord ).rgb;
vec3 F = COMPAT_TEXTURE(Original, OriginalCoord +g1).rgb;
vec3 H = COMPAT_TEXTURE(Original, OriginalCoord +g2).rgb;
vec3 E = COMPAT_TEXTURE(Original, OriginalCoord ).rgb;

vec4 icomp = round(clamp(dir*sym_vectors, vec4(0.0), vec4(1.0))); // choose info component
float info = remapFrom01(dot(COMPAT_TEXTURE(Source, vTexCoord), icomp), 255.0f); // retrieve 1st pass info
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-2xbr-3d-pass1.glsl
Expand Up @@ -168,29 +168,29 @@ void main()
vec2 fp = fract(vTexCoord*SourceSize.xy);
vec2 dir = fp - vec2(0.5,0.5);
if ((dir.x*dir.y)>0.0){
FragColor = (fp.x>0.5) ? COMPAT_TEXTURE(Source, vTexCoord) : texture(Original, vTexCoord);
FragColor = (fp.x>0.5) ? COMPAT_TEXTURE(Source, vTexCoord) : COMPAT_TEXTURE(Original, vTexCoord);
}else{

vec2 g1 = (fp.x>0.5) ? vec2(0.5/SourceSize.x, 0.0) : vec2(0.0, 0.5/SourceSize.y);
vec2 g2 = (fp.x>0.5) ? vec2(0.0, 0.5/SourceSize.y) : vec2(0.5/SourceSize.x, 0.0);

vec3 P0 = texture(Original, vTexCoord -3.0*g1 ).xyz;
vec3 P0 = COMPAT_TEXTURE(Original, vTexCoord -3.0*g1 ).xyz;
vec3 P1 = COMPAT_TEXTURE(Source, vTexCoord -3.0*g2).xyz;
vec3 P2 = COMPAT_TEXTURE(Source, vTexCoord +3.0*g2).xyz;
vec3 P3 = texture(Original, vTexCoord +3.0*g1 ).xyz;
vec3 P3 = COMPAT_TEXTURE(Original, vTexCoord +3.0*g1 ).xyz;

vec3 B = COMPAT_TEXTURE(Source, vTexCoord -2.0*g1 -g2).xyz;
vec3 C = texture(Original, vTexCoord -g1 -2.0*g2).xyz;
vec3 C = COMPAT_TEXTURE(Original, vTexCoord -g1 -2.0*g2).xyz;
vec3 D = COMPAT_TEXTURE(Source, vTexCoord -2.0*g1 +g2).xyz;
vec3 E = texture(Original, vTexCoord -g1 ).xyz;
vec3 E = COMPAT_TEXTURE(Original, vTexCoord -g1 ).xyz;
vec3 F = COMPAT_TEXTURE(Source, vTexCoord -g2).xyz;
vec3 G = texture(Original, vTexCoord -g1 +2.0*g2).xyz;
vec3 G = COMPAT_TEXTURE(Original, vTexCoord -g1 +2.0*g2).xyz;
vec3 H = COMPAT_TEXTURE(Source, vTexCoord +g2).xyz;
vec3 I = texture(Original, vTexCoord +g1 ).xyz;
vec3 I = COMPAT_TEXTURE(Original, vTexCoord +g1 ).xyz;

vec3 F4 = texture(Original, vTexCoord +g1 -2.0*g2).xyz;
vec3 F4 = COMPAT_TEXTURE(Original, vTexCoord +g1 -2.0*g2).xyz;
vec3 I4 = COMPAT_TEXTURE(Source, vTexCoord +2.0*g1 -g2).xyz;
vec3 H5 = texture(Original, vTexCoord +g1 +2.0*g2).xyz;
vec3 H5 = COMPAT_TEXTURE(Original, vTexCoord +g1 +2.0*g2).xyz;
vec3 I5 = COMPAT_TEXTURE(Source, vTexCoord +2.0*g1 +g2).xyz;

float b = RGBtoYUV( B );
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-4xbr-3d-pass1.glsl
Expand Up @@ -222,15 +222,15 @@ void main()

vec3 A = COMPAT_TEXTURE(Source, vTexCoord).xyz;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-4xbr-3d-pass1f.glsl
Expand Up @@ -222,15 +222,15 @@ void main()

vec3 A = COMPAT_TEXTURE(Source, vTexCoord).xyz;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-4xbr-3d-pass3.glsl
Expand Up @@ -213,15 +213,15 @@ void main()
g1 *= 2.0;
g2 *= 2.0;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-4xbr-3d-pass3f.glsl
Expand Up @@ -222,15 +222,15 @@ void main()

vec3 A = COMPAT_TEXTURE(Source, vTexCoord).xyz;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl
Expand Up @@ -225,15 +225,15 @@ void main()
g1 *= 2.0;
g2 *= 2.0;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl
Expand Up @@ -225,15 +225,15 @@ void main()
g1 *= 2.0;
g2 *= 2.0;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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18 changes: 9 additions & 9 deletions xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl
Expand Up @@ -230,15 +230,15 @@ void main()
g1 *= 2.0;
g2 *= 2.0;

vec3 F6 = texture(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = texture(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = texture(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = texture(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = texture(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = texture(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = texture(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = texture(Original, tex -0.25*g1+0.25*g2+g2).xyz;
vec3 F6 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1+0.25*g2).xyz;
vec3 F7 = COMPAT_TEXTURE(Original, tex +g1+0.25*g1-0.25*g2).xyz;
vec3 F8 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1-0.25*g2).xyz;
vec3 F9 = COMPAT_TEXTURE(Original, tex +g1-0.25*g1+0.25*g2).xyz;

vec3 H6 = COMPAT_TEXTURE(Original, tex +0.25*g1+0.25*g2+g2).xyz;
vec3 H7 = COMPAT_TEXTURE(Original, tex +0.25*g1-0.25*g2+g2).xyz;
vec3 H8 = COMPAT_TEXTURE(Original, tex -0.25*g1-0.25*g2+g2).xyz;
vec3 H9 = COMPAT_TEXTURE(Original, tex -0.25*g1+0.25*g2+g2).xyz;

vec4 f0 = reduce4(F6, F7, F8, F9);
vec4 h0 = reduce4(H6, H7, H8, H9);
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