Add 4.5 engine files
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/*
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Fast Sharpen Shader
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Copyright (C) 2005 - 2019 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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#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
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#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
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#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 TEX0;
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vec4 _oPosition1;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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COMPAT_VARYING vec2 g10;
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COMPAT_VARYING vec2 g01;
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COMPAT_VARYING vec2 g12;
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COMPAT_VARYING vec2 g21;
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// compatibility #defines
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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TEX0.xy = TexCoord.xy * 1.00001;
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g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
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g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
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g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
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g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
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}
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#elif defined(FRAGMENT)
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out COMPAT_PRECISION vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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COMPAT_VARYING vec2 g10;
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COMPAT_VARYING vec2 g01;
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COMPAT_VARYING vec2 g12;
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COMPAT_VARYING vec2 g21;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define OutSize vec4(OutputSize, 1.0 / OutputSize)
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#ifdef PARAMETER_UNIFORM
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uniform COMPAT_PRECISION float SHARPEN;
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uniform COMPAT_PRECISION float CONTR;
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uniform COMPAT_PRECISION float DETAILS;
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#else
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#define SHARPEN 1.2
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#define CONTR 0.08
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#define DETAILS 1.0
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#endif
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void main()
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{
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vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
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vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
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vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
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vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
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vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
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vec3 b11 = (c10+c01+c12+c21)*0.25;
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float contrast = max(max(c11.r,c11.g),c11.b);
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contrast = mix(2.0*CONTR, CONTR, contrast);
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vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
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vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
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vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
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vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
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c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
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FragColor = vec4(c11,1.0);
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}
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#endif
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