diff --git a/dithering/shaders/mdapt/passes/mdapt-pass3.glsl b/dithering/shaders/mdapt/passes/mdapt-pass3.glsl index e8e320c3..64e2f366 100644 --- a/dithering/shaders/mdapt/passes/mdapt-pass3.glsl +++ b/dithering/shaders/mdapt/passes/mdapt-pass3.glsl @@ -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); diff --git a/dithering/shaders/mdapt/passes/mdapt-pass4.glsl b/dithering/shaders/mdapt/passes/mdapt-pass4.glsl index 65dbed91..9dbe2cb6 100644 --- a/dithering/shaders/mdapt/passes/mdapt-pass4.glsl +++ b/dithering/shaders/mdapt/passes/mdapt-pass4.glsl @@ -108,7 +108,7 @@ 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)); @@ -116,8 +116,8 @@ vec4 TEX(float dx, float dy){ } 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){ diff --git a/hqx/shader-files/hqx-pass2.glsl b/hqx/shader-files/hqx-pass2.glsl index 1e5bff9b..0b9cc9d1 100644 --- a/hqx/shader-files/hqx-pass2.glsl +++ b/hqx/shader-files/hqx-pass2.glsl @@ -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)); diff --git a/ntsc/shaders/artifact-colors/artifact-colors2.glsl b/ntsc/shaders/artifact-colors/artifact-colors2.glsl index e456b8b0..d8d6695d 100644 --- a/ntsc/shaders/artifact-colors/artifact-colors2.glsl +++ b/ntsc/shaders/artifact-colors/artifact-colors2.glsl @@ -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); @@ -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 { diff --git a/sharpen/shaders/diff.glsl b/sharpen/shaders/diff.glsl index f3e1723b..592496df 100644 --- a/sharpen/shaders/diff.glsl +++ b/sharpen/shaders/diff.glsl @@ -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)); } diff --git a/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl b/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl index 9ab00036..364bb490 100644 --- a/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl +++ b/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass2.glsl @@ -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 ); diff --git a/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl b/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl index a0f5cdb9..b3085d23 100644 --- a/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl +++ b/test/nonfunctional/shaders/xbr-mlv4-multipass/xbr-mlv4-pass3.glsl @@ -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); diff --git a/xbr/shaders/2xBR-multipass/2xbr-lv1-c-pass1.glsl b/xbr/shaders/2xBR-multipass/2xbr-lv1-c-pass1.glsl index 2a1edf57..46394668 100644 --- a/xbr/shaders/2xBR-multipass/2xbr-lv1-c-pass1.glsl +++ b/xbr/shaders/2xBR-multipass/2xbr-lv1-c-pass1.glsl @@ -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 diff --git a/xbr/shaders/super-xbr/super-2xbr-3d-pass1.glsl b/xbr/shaders/super-xbr/super-2xbr-3d-pass1.glsl index 735772fa..8981cfd9 100644 --- a/xbr/shaders/super-xbr/super-2xbr-3d-pass1.glsl +++ b/xbr/shaders/super-xbr/super-2xbr-3d-pass1.glsl @@ -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 ); diff --git a/xbr/shaders/super-xbr/super-4xbr-3d-pass1.glsl b/xbr/shaders/super-xbr/super-4xbr-3d-pass1.glsl index 7e431ac2..4ad90722 100644 --- a/xbr/shaders/super-xbr/super-4xbr-3d-pass1.glsl +++ b/xbr/shaders/super-xbr/super-4xbr-3d-pass1.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-4xbr-3d-pass1f.glsl b/xbr/shaders/super-xbr/super-4xbr-3d-pass1f.glsl index 7e431ac2..4ad90722 100644 --- a/xbr/shaders/super-xbr/super-4xbr-3d-pass1f.glsl +++ b/xbr/shaders/super-xbr/super-4xbr-3d-pass1f.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-4xbr-3d-pass3.glsl b/xbr/shaders/super-xbr/super-4xbr-3d-pass3.glsl index 94c055d9..c911bb8c 100644 --- a/xbr/shaders/super-xbr/super-4xbr-3d-pass3.glsl +++ b/xbr/shaders/super-xbr/super-4xbr-3d-pass3.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-4xbr-3d-pass3f.glsl b/xbr/shaders/super-xbr/super-4xbr-3d-pass3f.glsl index 2d85bfc1..3777589a 100644 --- a/xbr/shaders/super-xbr/super-4xbr-3d-pass3f.glsl +++ b/xbr/shaders/super-xbr/super-4xbr-3d-pass3f.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl index 7197bdf8..9d80a637 100644 --- a/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass1.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl index c1a15b44..9ddaa927 100644 --- a/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass3.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl b/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl index a657f1dd..080937d3 100644 --- a/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl +++ b/xbr/shaders/super-xbr/super-8xbr-3d-pass5.glsl @@ -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); diff --git a/xbr/shaders/super-xbr/super-xbr-pass1.glsl b/xbr/shaders/super-xbr/super-xbr-pass1.glsl index 292df708..99baecca 100644 --- a/xbr/shaders/super-xbr/super-xbr-pass1.glsl +++ b/xbr/shaders/super-xbr/super-xbr-pass1.glsl @@ -216,30 +216,30 @@ void main() 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 ); diff --git a/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.glsl b/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.glsl index e56298f2..f5e34875 100644 --- a/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.glsl +++ b/xbr/shaders/xbr-lv3-multipass/xbr-lv3-pass1.glsl @@ -185,15 +185,15 @@ 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 F = texture(Original, vTexCoord +g1).xyz; - vec3 B = texture(Original, vTexCoord -g2).xyz; - vec3 D = texture(Original, vTexCoord -g1).xyz; - vec3 H = texture(Original, vTexCoord +g2).xyz; - vec3 E = texture(Original, vTexCoord ).xyz; - - vec3 F4 = texture(Original, vTexCoord +2.0*g1).xyz; - vec3 I = texture(Original, vTexCoord +g1+g2).xyz; - vec3 H5 = texture(Original, vTexCoord +2.0*g2).xyz; + vec3 F = COMPAT_TEXTURE(Original, vTexCoord +g1).xyz; + vec3 B = COMPAT_TEXTURE(Original, vTexCoord -g2).xyz; + vec3 D = COMPAT_TEXTURE(Original, vTexCoord -g1).xyz; + vec3 H = COMPAT_TEXTURE(Original, vTexCoord +g2).xyz; + vec3 E = COMPAT_TEXTURE(Original, vTexCoord ).xyz; + + vec3 F4 = COMPAT_TEXTURE(Original, vTexCoord +2.0*g1).xyz; + vec3 I = COMPAT_TEXTURE(Original, vTexCoord +g1+g2).xyz; + vec3 H5 = COMPAT_TEXTURE(Original, vTexCoord +2.0*g2).xyz; vec4 icomp = round(saturate(mul(dir, sym_vectors))); // choose info component float info = remapFrom01(dot(COMPAT_TEXTURE(Source, vTexCoord ), icomp), 255.0); // retrieve 1st pass info