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[client] egl: implement lanczos filter shader
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@ -64,6 +64,7 @@ build_shaders(
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shader/ffx_fsr1_easu.frag
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shader/ffx_fsr1_rcas.frag
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shader/downscale.frag
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shader/downscale_lanczos2.frag
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)
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make_defines(
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67
client/renderers/EGL/shader/downscale_lanczos2.frag
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67
client/renderers/EGL/shader/downscale_lanczos2.frag
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@ -0,0 +1,67 @@
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#version 300 es
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precision mediump float;
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#define PI 3.141592653589793
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D texture;
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float sinc(float x)
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{
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return x == 0.0 ? 1.0 : sin(x * PI) / (x * PI);
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}
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float lanczos(float x)
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{
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return sinc(x) * sinc(x * 0.5);
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}
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float lanczos(vec2 v)
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{
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return lanczos(v.x) * lanczos(v.y);
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}
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void main()
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{
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vec2 size = vec2(textureSize(texture, 0));
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vec2 pos = fragCoord * size;
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vec2 invSize = 1.0 / size;
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vec2 uvc = floor(pos) + vec2(0.5, 0.5);
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vec2 uvs[16] = vec2[](
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uvc + vec2(-1.0, -1.0),
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uvc + vec2(-1.0, 0.0),
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uvc + vec2(-1.0, 1.0),
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uvc + vec2(-1.0, 2.0),
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uvc + vec2( 0.0, -1.0),
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uvc + vec2( 0.0, 0.0),
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uvc + vec2( 0.0, 1.0),
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uvc + vec2( 0.0, 2.0),
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uvc + vec2( 1.0, -1.0),
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uvc + vec2( 1.0, 0.0),
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uvc + vec2( 1.0, 1.0),
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uvc + vec2( 1.0, 2.0),
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uvc + vec2( 2.0, -1.0),
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uvc + vec2( 2.0, 0.0),
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uvc + vec2( 2.0, 1.0),
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uvc + vec2( 2.0, 2.0)
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);
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float factors[16];
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float sum = 0.0;
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for (int i = 0; i < 16; ++i)
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{
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factors[i] = lanczos(uvs[i] - fragCoord * size);
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sum += factors[i];
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}
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for (int i = 0; i < 16; ++i)
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factors[i] /= sum;
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vec3 color = vec3(0.0);
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for (int i = 0; i < 16; ++i)
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color += texture2D(texture, uvs[i] * invSize).rgb * factors[i];
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fragColor = vec4(color, 1.0);
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}
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