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https://github.com/libretro/RetroArch
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Add quad interpolation.
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99
hqflt/cg/quad.cg
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99
hqflt/cg/quad.cg
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/*
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Copyright (C) 2007 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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The 2xSaL shader processes a gfx. surface and redraws it 2x finer.
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A linear post-resize can fit the image to any resolution.
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Note: set scaler to normal2x.
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*/
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/* Default Vertex shader */
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void main_vertex
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(
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float4 position : POSITION,
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float4 color : COLOR,
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float2 texCoord : TEXCOORD0,
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uniform float4x4 modelViewProj,
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out float4 oPosition : POSITION,
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out float4 oColor : COLOR,
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out float2 otexCoord : TEXCOORD
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)
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{
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oPosition = mul(modelViewProj, position);
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oColor = color;
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otexCoord = texCoord;
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}
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struct output
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{
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float4 color : COLOR;
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};
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struct input
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{
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float2 video_size;
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float2 texture_size;
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float2 output_size;
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};
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struct deltas
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{
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float2 UL, UR, DL, DR;
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};
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float3 quad_inter(float3 x0, float3 x1, float3 x2, float x)
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{
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float3 poly[3];
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poly[2] = 0.5*x0 - x1 + 0.5*x2;
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poly[1] = -1.5*x0 + 2.0*x1 - 0.5*x2;
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poly[0] = x0;
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return poly[2] * x * x + poly[1] * x + poly[0];
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}
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output main_fragment (float2 tex : TEXCOORD0, uniform input IN, uniform sampler2D s0 : TEXUNIT0)
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{
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float2 texsize = IN.texture_size;
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float vid_height = IN.output_size.y;
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float dx = float(pow(2.0 * texsize.x, -1.0));
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float dy = float(pow(2.0 * texsize.y, -1.0));
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float3 c01 = tex2D(s0, tex + float2(-dx, 0)).xyz;
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float3 c10 = tex2D(s0, tex + float2(0, -dy)).xyz;
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float3 c11 = tex2D(s0, tex + float2(0, 0)).xyz;
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float3 c12 = tex2D(s0, tex + float2(0, dy)).xyz;
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float3 c21 = tex2D(s0, tex + float2(dx, 0)).xyz;
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float3 xval0 = quad_inter(c01, c11, c21, tex.x * texsize.x - floor(tex.x * texsize.x) + 1.0);
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float3 yval0 = quad_inter(c10, c11, c12, tex.y * texsize.y - floor(tex.y * texsize.y) + 1.0);
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output OUT;
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//float scanline_mod = 1.0 - 0.1 * floor(fmod(vid_height * tex.y, 2.0));
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float scanline_mod = 1.0;
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OUT.color = float4(lerp(xval0, yval0, 0.5), 1.0) * scanline_mod;
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return OUT;
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}
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