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73
system/PPSSPP/shaders/GaussianDownscale.fsh
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73
system/PPSSPP/shaders/GaussianDownscale.fsh
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// PPSSPP: Simple Gauss filter
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// Made by Bigpet
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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// The inverse of the texture dimensions along X and Y
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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varying vec2 v_texcoord0;
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void main() {
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// The parameters are hardcoded for now, but could be
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// made into uniforms to control fromt he program.
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float GAUSS_SPAN_MAX = 1.5;
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//just a variable to describe the maximu
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float GAUSS_KERNEL_SIZE = 5.0;
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//indices
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// XX XX 00 XX XX
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// XX 01 02 03 XX
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// 04 05 06 07 08
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// XX 09 10 11 XX
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// XX XX 12 XX XX
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//filter strength, rather smooth
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// XX XX 01 XX XX
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// XX 03 08 03 XX
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// 01 08 10 08 01
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// XX 03 08 03 XX
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// XX XX 01 XX XX
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vec2 offset = u_pixelDelta*GAUSS_SPAN_MAX/GAUSS_KERNEL_SIZE;
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vec3 rgbSimple0 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-2.0)).xyz;
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vec3 rgbSimple1 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0,-1.0)).xyz;
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vec3 rgbSimple2 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0,-1.0)).xyz;
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vec3 rgbSimple3 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0,-1.0)).xyz;
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vec3 rgbSimple4 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-2.0, 0.0)).xyz;
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vec3 rgbSimple5 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 0.0)).xyz;
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vec3 rgbSimple6 = 10.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 0.0)).xyz;
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vec3 rgbSimple7 = 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 0.0)).xyz;
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vec3 rgbSimple8 = 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 2.0, 0.0)).xyz;
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vec3 rgbSimple9 = 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2(-1.0, 1.0)).xyz;
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vec3 rgbSimple10= 8.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 1.0)).xyz;
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vec3 rgbSimple11= 3.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 1.0, 1.0)).xyz;
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vec3 rgbSimple12= 1.0 * texture2D(sampler0, v_texcoord0.xy + offset * vec2( 0.0, 2.0)).xyz;
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//vec3 rgbSimple10= vec3(1.0,0.0,0.0);
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//vec3 rgbSimple11= vec3(1.0,0.0,0.0);
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//vec3 rgbSimple12= vec3(1.0,0.0,0.0);
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vec3 rgb = rgbSimple0 +
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rgbSimple1 +
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rgbSimple2 +
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rgbSimple3 +
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rgbSimple4 +
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rgbSimple5 +
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rgbSimple6 +
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rgbSimple7 +
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rgbSimple8 +
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rgbSimple9 +
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rgbSimple10 +
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rgbSimple11 +
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rgbSimple12;
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rgb = rgb / 58.0;
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gl_FragColor.xyz=rgb;
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gl_FragColor.a = 1.0;
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}
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