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			196 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| //
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| //  Phosphor shader - Copyright (C) 2011 caligari.
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| //
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| //  Ported by Hyllian.
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| //
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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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| //
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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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| //
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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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| //  Taken from the RetroArch project and modified for ES-DE.
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| //
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| 
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| #if defined(VERTEX)
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| 
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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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| 
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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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| 
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| COMPAT_ATTRIBUTE vec4 VertexCoord;
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| COMPAT_ATTRIBUTE vec4 COLOR;
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| COMPAT_ATTRIBUTE vec4 TexCoord;
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| COMPAT_VARYING vec4 COL0;
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| COMPAT_VARYING vec4 TEX0;
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| COMPAT_VARYING vec2 onex;
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| COMPAT_VARYING vec2 oney;
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| 
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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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| 
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| #define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
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| 
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| void main()
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| {
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|     gl_Position = MVPMatrix * gl_Vertex;
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|     COL0 = COLOR;
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|     TEX0.xy = gl_MultiTexCoord0.xy;
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|     onex = vec2(SourceSize.z, 0.0);
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|     oney = vec2(0.0, SourceSize.w);
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| }
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| 
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| #elif defined(FRAGMENT)
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| 
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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 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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| 
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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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| 
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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 onex;
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| COMPAT_VARYING vec2 oney;
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| 
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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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| 
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| #define SourceSize vec4(TextureSize, 1.0 / TextureSize) // Either TextureSize or InputSize.
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| #define OutputSize vec4(OutputSize, 1.0 / OutputSize)
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| 
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| #ifdef PARAMETER_UNIFORM
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| // All parameter floats need to have COMPAT_PRECISION in front of them.
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| uniform COMPAT_PRECISION float SPOT_WIDTH;
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| uniform COMPAT_PRECISION float SPOT_HEIGHT;
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| uniform COMPAT_PRECISION float COLOR_BOOST;
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| uniform COMPAT_PRECISION float InputGamma;
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| uniform COMPAT_PRECISION float OutputGamma;
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| #else
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| #define SPOT_WIDTH 0.9
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| #define SPOT_HEIGHT 0.75
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| #define COLOR_BOOST 1.45
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| #define InputGamma 2.4
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| #define OutputGamma 2.2
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| #endif
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| 
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| #define GAMMA_IN(color) pow(color, vec4(InputGamma))
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| #define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma))
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| 
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| #define TEX2D(coords) GAMMA_IN(COMPAT_TEXTURE(Source, coords))
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| 
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| // Macro for weights computing.
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| #define WEIGHT(w) \
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| if (w > 1.0) w = 1.0; \
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| w = 1.0 - w * w; \
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| w = w * w;
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| 
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| void main()
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| {
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|     vec2 coords = (vTexCoord * SourceSize.xy);
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|     vec2 pixel_center = floor(coords) + vec2(0.5, 0.5);
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|     vec2 texture_coords = pixel_center * SourceSize.zw;
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| 
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|     vec4 color = TEX2D(texture_coords);
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|     float dx = coords.x - pixel_center.x;
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| 
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|     float h_weight_00 = dx / SPOT_WIDTH;
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|     WEIGHT(h_weight_00);
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| 
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|     color *= vec4( h_weight_00, h_weight_00, h_weight_00, h_weight_00  );
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| 
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|     // Get closest horizontal neighbour to blend.
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|     vec2 coords01;
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|     if (dx > 0.0) {
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|         coords01 = onex;
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|         dx = 1.0 - dx;
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|     }
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|     else {
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|         coords01 = -onex;
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|         dx = 1.0 + dx;
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|     }
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|     vec4 colorNB = TEX2D(texture_coords + coords01);
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| 
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|     float h_weight_01 = dx / SPOT_WIDTH;
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|     WEIGHT(h_weight_01);
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| 
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|     color = color + colorNB * vec4(h_weight_01);
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| 
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|     // Vertical blending.
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|     float dy = coords.y - pixel_center.y;
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|     float v_weight_00 = dy / SPOT_HEIGHT;
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|     WEIGHT(v_weight_00);
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|     color *= vec4(v_weight_00);
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| 
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|     // get closest vertical neighbour to blend
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|     vec2 coords10;
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|     if (dy > 0.0) {
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|         coords10 = oney;
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|         dy = 1.0 - dy;
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|     }
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|     else {
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|         coords10 = -oney;
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|         dy = 1.0 + dy;
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|     }
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|     colorNB = TEX2D(texture_coords + coords10);
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| 
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|     float v_weight_10 = dy / SPOT_HEIGHT;
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|     WEIGHT(v_weight_10);
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| 
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|     color = color + colorNB * vec4(v_weight_10 * h_weight_00, v_weight_10 * h_weight_00,
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|             v_weight_10 * h_weight_00, v_weight_10 * h_weight_00);
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|     colorNB = TEX2D(texture_coords + coords01 + coords10);
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|     color = color + colorNB * vec4(v_weight_10 * h_weight_01, v_weight_10 * h_weight_01,
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|             v_weight_10 * h_weight_01, v_weight_10 * h_weight_01);
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|     color *= vec4(COLOR_BOOST);
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| 
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|     FragColor = clamp(GAMMA_OUT(color), 0.0, 1.0);
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| }
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| #endif
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