bother. silly comments. try that again.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4944 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 50 additions and 68 deletions
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@ -1751,9 +1751,9 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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#endif
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#endif
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#ifdef GLQUAKE
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#ifdef GLQUAKE
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{QR_OPENGL, 110, "fxaa",
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{QR_OPENGL, 110, "fxaa",
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/*
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//
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"This shader implements super-sampled anti-aliasing.\n"
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//This shader implements super-sampled anti-aliasing.
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"*/\n"
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//
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"varying vec2 texcoord;\n"
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"varying vec2 texcoord;\n"
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@ -1772,9 +1772,6 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"void main( void )\n"
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"void main( void )\n"
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"{\n"
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"{\n"
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//gl_FragColor.xyz = texture2D(buf0,texcoord).xyz;
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//return;
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"float FXAA_SPAN_MAX = 8.0;\n"
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"float FXAA_SPAN_MAX = 8.0;\n"
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"float FXAA_REDUCE_MUL = 1.0/8.0;\n"
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"float FXAA_REDUCE_MUL = 1.0/8.0;\n"
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"float FXAA_REDUCE_MIN = 1.0/128.0;\n"
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"float FXAA_REDUCE_MIN = 1.0/128.0;\n"
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@ -1799,9 +1796,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n"
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"dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n"
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"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n"
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"dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n"
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"float dirReduce = max(\n"
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"float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n"
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"(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n"
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"FXAA_REDUCE_MIN);\n"
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"float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);\n"
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"float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);\n"
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@ -1809,19 +1804,15 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
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"max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n"
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"max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n"
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"dir * rcpDirMin)) / e_sourcesize;\n"
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"dir * rcpDirMin)) / e_sourcesize;\n"
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"vec3 rgbA = (1.0/2.0) * (\n"
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"vec3 rgbA = (1.0/2.0) * (texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);\n"
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"texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +\n"
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"vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);\n"
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"texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);\n"
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"vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (\n"
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"texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +\n"
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"texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);\n"
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"float lumaB = dot(rgbB, luma);\n"
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"float lumaB = dot(rgbB, luma);\n"
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"if((lumaB < lumaMin) || (lumaB > lumaMax)){\n"
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"if((lumaB < lumaMin) || (lumaB > lumaMax))\n"
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"gl_FragColor.xyz=rgbA;\n"
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"gl_FragColor.xyz=rgbA;\n"
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"}else{\n"
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"else\n"
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"gl_FragColor.xyz=rgbB;\n"
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"gl_FragColor.xyz=rgbB;\n"
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"}\n"
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"gl_FragColor.a = 1.0;\n"
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"}\n"
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"}\n"
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"#endif\n"
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"#endif\n"
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},
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},
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@ -1,6 +1,6 @@
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/*
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//
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This shader implements super-sampled anti-aliasing.
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//This shader implements super-sampled anti-aliasing.
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*/
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//
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varying vec2 texcoord;
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varying vec2 texcoord;
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@ -19,55 +19,46 @@ uniform vec2 e_sourcesize;
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void main( void )
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void main( void )
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{
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{
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//gl_FragColor.xyz = texture2D(buf0,texcoord).xyz;
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float FXAA_SPAN_MAX = 8.0;
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//return;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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float FXAA_REDUCE_MIN = 1.0/128.0;
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float FXAA_SPAN_MAX = 8.0;
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vec3 rgbNW=texture2D(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;
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float FXAA_REDUCE_MUL = 1.0/8.0;
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vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;
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float FXAA_REDUCE_MIN = 1.0/128.0;
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vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;
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vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;
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vec3 rgbM=texture2D(s_t0,texcoord).xyz;
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vec3 rgbNW=texture2D(s_t0,texcoord+(vec2(-1.0,-1.0)/e_sourcesize)).xyz;
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vec3 luma=vec3(0.299, 0.587, 0.114);
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vec3 rgbNE=texture2D(s_t0,texcoord+(vec2(1.0,-1.0)/e_sourcesize)).xyz;
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float lumaNW = dot(rgbNW, luma);
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vec3 rgbSW=texture2D(s_t0,texcoord+(vec2(-1.0,1.0)/e_sourcesize)).xyz;
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float lumaNE = dot(rgbNE, luma);
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vec3 rgbSE=texture2D(s_t0,texcoord+(vec2(1.0,1.0)/e_sourcesize)).xyz;
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float lumaSW = dot(rgbSW, luma);
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vec3 rgbM=texture2D(s_t0,texcoord).xyz;
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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vec3 luma=vec3(0.299, 0.587, 0.114);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaNW = dot(rgbNW, luma);
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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vec2 dir;
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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vec2 dir;
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float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max(
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) / e_sourcesize;
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dir = min(vec2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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vec3 rgbA = (1.0/2.0) * (texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz + texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
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dir * rcpDirMin)) / e_sourcesize;
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float lumaB = dot(rgbB, luma);
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vec3 rgbA = (1.0/2.0) * (
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if((lumaB < lumaMin) || (lumaB > lumaMax))
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texture2D(s_t0, texcoord.xy + dir * (1.0/3.0 - 0.5)).xyz +
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gl_FragColor.xyz=rgbA;
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texture2D(s_t0, texcoord.xy + dir * (2.0/3.0 - 0.5)).xyz);
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else
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vec3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (
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gl_FragColor.xyz=rgbB;
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texture2D(s_t0, texcoord.xy + dir * (0.0/3.0 - 0.5)).xyz +
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gl_FragColor.a = 1.0;
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texture2D(s_t0, texcoord.xy + dir * (3.0/3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if((lumaB < lumaMin) || (lumaB > lumaMax)){
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gl_FragColor.xyz=rgbA;
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}else{
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gl_FragColor.xyz=rgbB;
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}
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}
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}
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#endif
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#endif
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