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option for screen filtering mode
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41
src/shaders/hq2x.vert
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41
src/shaders/hq2x.vert
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#version 150
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#ifdef GL_ES
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#define PRECISION mediump
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precision PRECISION float;
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precision PRECISION int;
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#else
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#define PRECISION
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#endif
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in vec4 a_position;
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in vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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out vec2 u_textureSize;
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out vec4 v_texCoord[4];
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void main() {
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gl_Position = u_projTrans * a_position;
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vec2 ps = 1.0/u_textureSize;
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float dx = ps.x;
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float dy = ps.y;
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// +----+----+----+
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// | | | |
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// | w1 | w2 | w3 |
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// +----+----+----+
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// | | | |
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// | w4 | w5 | w6 |
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// +----+----+----+
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// | | | |
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// | w7 | w8 | w9 |
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// +----+----+----+
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v_texCoord[0].zw = ps;
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v_texCoord[0].xy = a_texCoord0.xy;
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v_texCoord[1] = a_texCoord0.xxxy + vec4(-dx, 0, dx, -dy); // w1 | w2 | w3
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v_texCoord[2] = a_texCoord0.xxxy + vec4(-dx, 0, dx, 0); // w4 | w5 | w6
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v_texCoord[3] = a_texCoord0.xxxy + vec4(-dx, 0, dx, dy); // w7 | w8 | w9
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}
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