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https://github.com/hrydgard/ppsspp.git
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MMPX Enhanced Lite
update MMPX Enhanced Lite version It eliminates most artifacts found in the original algorithm while remaining highly efficient and lightweight.
This commit is contained in:
+180
-82
@@ -1,112 +1,210 @@
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/* MMPX.glc
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Copyright 2020 Morgan McGuire & Mara Gagiu.
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Provided under the Open Source MIT license https://opensource.org/licenses/MIT
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See js-demo.html for the commented source code.
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This is an optimized GLSL port of that version
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by Morgan McGuire and Mara Gagiu.
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*/
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/* =========================================================================
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* MMPX
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* by Morgan McGuire and Mara Gagiu
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* https://casual-effects.com/research/McGuire2021PixelArt/
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* License: MIT
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* =========================================================================
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* MMPX Enhanced
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* =========================================================================
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* An optimized refinement of the original MMPX shader that addresses key
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* visual artifacts while fully preserving the baseline's signature performance and efficiency.
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*
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* (C) 2025-2026 by crashGG.
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* ========================================================================= */
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// Performs 2x upscaling.
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#define ABGR8 uint
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precision mediump float;
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// If we took an image as input, we could use a sampler to do the clamping. But we decode
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// low-bpp texture data directly, so...
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ABGR8 src(int x, int y) {
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return readColoru(uvec2(clamp(x, 0, params.width - 1), clamp(y, 0, params.height - 1)));
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uint srcu(int x, int y) {
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ivec2 target = ivec2(x, y);
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//* clamp target to safe bounds
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ivec2 safe = clamp(target, ivec2(0), ivec2(params.width - 1, params.height - 1));
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uint color = readColoru(uvec2(safe));
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//* in-bounds check
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bool is_in = all(equal(target, safe));
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//* return transparent color if out of range
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return is_in ? color : 0u;
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}
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uint luma(ABGR8 C) {
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uint alpha = (C & 0xFF000000u) >> 24;
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return (((C & 0x00FF0000u) >> 16) + ((C & 0x0000FF00u) >> 8) + (C & 0x000000FFu) + 1u) * (256u - alpha);
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float luma(vec4 col) {
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//Use CRT-era BT.601 standard.
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return dot(col.rgb, vec3(0.299, 0.587, 0.114)) + (1.0-col.a)*256.0;
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}
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bool all_eq2(ABGR8 B, ABGR8 A0, ABGR8 A1) {
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return ((B ^ A0) | (B ^ A1)) == 0u;
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float mixGate(vec4 col1, vec4 col2) {
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highp vec4 diff = col1 - col2;
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float delta_range = max(diff.r, max(diff.g, diff.b)) - min(diff.r, min(diff.g, diff.b));
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highp float dot_diff = dot(diff.rgb, diff.rgb);
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highp float factor = (delta_range * delta_range) * 2.618034;
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float alpha_match_mask = step(0.5, abs(diff.a));
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return step(dot_diff , mix(0.75, 0.0, factor) - alpha_match_mask*5.0);
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}
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bool all_eq3(ABGR8 B, ABGR8 A0, ABGR8 A1, ABGR8 A2) {
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return ((B ^ A0) | (B ^ A1) | (B ^ A2)) == 0u;
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#define all_eq2(a, b1, b2) (a == b1 && a == b2)
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#define all_eq4(a, b1, b2, b3, b4) (a == b1 && a == b2 && a == b3 && a == b4)
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#define any_eq2(a, b1, b2) (a == b1 || a == b2)
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#define none_eq2(a, b1, b2) !any_eq2(a, b1, b2)
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#define none_eq4(a, b1, b2, b3, b4) (a!=b1 && a!=b2 && a!=b3 && a!=b4)
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vec4 admixC(vec4 vX, vec4 vE) {
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float mixFactor = mixGate(vX, vE) * (-0.381966) + 1.0;
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return mix(vX,vE,mixFactor);
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}
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bool all_eq4(ABGR8 B, ABGR8 A0, ABGR8 A1, ABGR8 A2, ABGR8 A3) {
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return ((B ^ A0) | (B ^ A1) | (B ^ A2) | (B ^ A3)) == 0u;
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}
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vec4 admixK(vec4 vX, vec4 vE) {
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vec4 diff = vX - vE;
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bool any_eq3(ABGR8 B, ABGR8 A0, ABGR8 A1, ABGR8 A2) {
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return B == A0 || B == A1 || B == A2;
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}
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float mixFactor = dot(diff.rgb, diff.rgb) * 0.16666 + 0.5;
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bool none_eq2(ABGR8 B, ABGR8 A0, ABGR8 A1) {
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return (B != A0) && (B != A1);
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}
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bool none_eq4(ABGR8 B, ABGR8 A0, ABGR8 A1, ABGR8 A2, ABGR8 A3) {
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return B != A0 && B != A1 && B != A2 && B != A3;
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return mix(vX,vE,mixFactor);
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}
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void applyScaling(uvec2 xy) {
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int srcX = int(xy.x);
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int srcY = int(xy.y);
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ABGR8 A = src(srcX - 1, srcY - 1), B = src(srcX, srcY - 1), C = src(srcX + 1, srcY - 1);
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ABGR8 D = src(srcX - 1, srcY + 0), E = src(srcX, srcY + 0), F = src(srcX + 1, srcY + 0);
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ABGR8 G = src(srcX - 1, srcY + 1), H = src(srcX, srcY + 1), I = src(srcX + 1, srcY + 1);
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uint E = srcu(srcX, srcY);
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uint B = srcu(srcX, srcY-1);
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uint D = srcu(srcX-1, srcY);
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uint F = srcu(srcX+1, srcY);
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uint H = srcu(srcX, srcY+1);
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ABGR8 J = E, K = E, L = E, M = E;
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vec4 vE = unpackUnorm4x8(E);
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vec4 J = vE, K = vE, L = vE, M = vE;
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if (((A ^ E) | (B ^ E) | (C ^ E) | (D ^ E) | (F ^ E) | (G ^ E) | (H ^ E) | (I ^ E)) != 0u) {
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ABGR8 P = src(srcX, srcY - 2), S = src(srcX, srcY + 2);
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ABGR8 Q = src(srcX - 2, srcY), R = src(srcX + 2, srcY);
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ABGR8 Bl = luma(B), Dl = luma(D), El = luma(E), Fl = luma(F), Hl = luma(H);
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bool skiprest = (E == D && E == F) || (E == B && E == H) || (B == H && D == F);
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// 1:1 slope rules
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if ((D == B && D != H && D != F) && (El >= Dl || E == A) && any_eq3(E, A, C, G) && ((El < Dl) || A != D || E != P || E != Q)) J = D;
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if ((B == F && B != D && B != H) && (El >= Bl || E == C) && any_eq3(E, A, C, I) && ((El < Bl) || C != B || E != P || E != R)) K = B;
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if ((H == D && H != F && H != B) && (El >= Hl || E == G) && any_eq3(E, A, G, I) && ((El < Hl) || G != H || E != S || E != Q)) L = H;
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if ((F == H && F != B && F != D) && (El >= Fl || E == I) && any_eq3(E, C, G, I) && ((El < Fl) || I != H || E != R || E != S)) M = F;
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if (!skiprest) {
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// Intersection rules
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if ((E != F && all_eq4(E, C, I, D, Q) && all_eq2(F, B, H)) && (F != src(srcX + 3, srcY))) K = M = F;
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if ((E != D && all_eq4(E, A, G, F, R) && all_eq2(D, B, H)) && (D != src(srcX - 3, srcY))) J = L = D;
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if ((E != H && all_eq4(E, G, I, B, P) && all_eq2(H, D, F)) && (H != src(srcX, srcY + 3))) L = M = H;
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if ((E != B && all_eq4(E, A, C, H, S) && all_eq2(B, D, F)) && (B != src(srcX, srcY - 3))) J = K = B;
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if (Bl < El && all_eq4(E, G, H, I, S) && none_eq4(E, A, D, C, F)) J = K = B;
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if (Hl < El && all_eq4(E, A, B, C, P) && none_eq4(E, D, G, I, F)) L = M = H;
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if (Fl < El && all_eq4(E, A, D, G, Q) && none_eq4(E, B, C, I, H)) K = M = F;
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if (Dl < El && all_eq4(E, C, F, I, R) && none_eq4(E, B, A, G, H)) J = L = D;
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uint A = srcu(srcX-1, srcY-1);
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uint C = srcu(srcX+1, srcY-1);
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uint G = srcu(srcX-1, srcY+1);
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uint I = srcu(srcX+1, srcY+1);
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// 2:1 slope rules
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if (H != B) {
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if (H != A && H != E && H != C) {
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if (all_eq3(H, G, F, R) && none_eq2(H, D, src(srcX + 2, srcY - 1))) L = M;
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if (all_eq3(H, I, D, Q) && none_eq2(H, F, src(srcX - 2, srcY - 1))) M = L;
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}
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uint P = srcu(srcX, srcY-2);
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uint Q = srcu(srcX-2, srcY);
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uint R = srcu(srcX+2, srcY);
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uint S = srcu(srcX, srcY+2);
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if (B != I && B != G && B != E) {
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if (all_eq3(B, A, F, R) && none_eq2(B, D, src(srcX + 2, srcY + 1))) J = K;
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if (all_eq3(B, C, D, Q) && none_eq2(B, F, src(srcX - 2, srcY + 1))) K = J;
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}
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} // H !== B
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uint PA = srcu(srcX-1, srcY-2);
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uint PC = srcu(srcX+1, srcY-2);
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uint QA = srcu(srcX-2, srcY-1);
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uint QG = srcu(srcX-2, srcY+1);
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uint RC = srcu(srcX+2, srcY-1);
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uint RI = srcu(srcX+2, srcY+1);
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uint SG = srcu(srcX-1, srcY+2);
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uint SI = srcu(srcX+1, srcY+2);
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if (F != D) {
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if (D != I && D != E && D != C) {
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if (all_eq3(D, A, H, S) && none_eq2(D, B, src(srcX + 1, srcY + 2))) J = L;
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if (all_eq3(D, G, B, P) && none_eq2(D, H, src(srcX + 1, srcY - 2))) L = J;
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}
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vec4 vB = unpackUnorm4x8(B);
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vec4 vD = unpackUnorm4x8(D);
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vec4 vF = unpackUnorm4x8(F);
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vec4 vH = unpackUnorm4x8(H);
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if (F != E && F != A && F != G) {
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if (all_eq3(F, C, H, S) && none_eq2(F, B, src(srcX - 1, srcY + 2))) K = M;
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if (all_eq3(F, I, B, P) && none_eq2(F, H, src(srcX - 1, srcY - 2))) M = K;
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}
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} // F !== D
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} // not constant
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float Bl = luma(vB);
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float Dl = luma(vD);
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float El = luma(vE);
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float Fl = luma(vF);
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float Hl = luma(vH);
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bool slope1 = false; bool slope2 = false; bool slope3 = false; bool slope4 = false;
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// B - D
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if ( E!=B && (D == B && D != H && D != F) && (El >= Dl || E == A && B !=PA && D !=QA) && any_eq2(E, C, G) && ((El < Dl) || A != D || E != P || E != Q)
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) {
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J=vB;
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slope1 = true;
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}
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// B - F
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if ( E!=B && (B == F && B != D && B != H) && (El >= Bl || E == C && B !=PC && F !=RC) && any_eq2(E, A, I) && ((El < Bl) || C != B || E != P || E != R)
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) {
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K=vB;
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slope2 = true;
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}
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// D - H
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if ( E!=H && (H == D && H != F && H != B) && (El >= Hl || E == G && D !=QG && H !=SG) && any_eq2(E, A, I) && ((El < Hl) || G != H || E != S || E != Q)
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) {
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L=vH;
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slope3 = true;
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}
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// F - H
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if ( E!=H && (F == H && F != B && F != D) && (El >= Fl || E == I && F !=RI && H !=SI) && any_eq2(E, C, G) && ((El < Fl) || I != H || E != R || E != S)
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) {
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M=vH;
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slope4 = true;
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}
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// long gentle 2:1 slope
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if (slope4) { //zone4 long slope
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if (all_eq2(R,F,G) && R != RC && Q != G) L=M;
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// vertical
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if (all_eq2(S,H,C) && S != SG && P != C) K=M;
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}
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if (slope3) { //zone3 long slope
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// horizontal
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if (all_eq2(Q,D,I) && Q != QA && R != I) M=L;
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// vertical
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if (all_eq2(S,H,A) && S != SI && A != P) J=L;
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}
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if (slope2) { //zone2 long slope
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// horizontal
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if (all_eq2(R,F,A) && R != RI && A != Q) J=K;
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// vertical
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if (all_eq2(P,B,I) && P != PA && I != S) M=K;
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}
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if (slope1) { //zone1 long slope
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// horizontal
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if (all_eq2(Q,D,C) && Q != QG && C != R) K=J;
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// vertical
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if (all_eq2(P,B,G) && P != PC && G != S) L=J;
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}
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skiprest = skiprest||slope1||slope2||slope3||slope4||E==0u||B==0u||D==0u||F==0u||H==0u;
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/* Concave + Cross type */
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if (!skiprest && Bl < El && all_eq4(E, G, H, I, S) && none_eq4(E, A, D, C, F)) { J=admixC(vB,J); K=J; skiprest = true;}
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if (!skiprest && Hl < El && all_eq4(E, A, B, C, P) && none_eq4(E, D, G, I, F)) { L=admixC(vH,L); M=L; skiprest = true;}
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if (!skiprest && Fl < El && all_eq4(E, A, D, G, Q) && none_eq4(E, B, C, I, H)) { K=admixC(vF,K); M=K; skiprest = true;}
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if (!skiprest && Dl < El && all_eq4(E, C, F, I, R) && none_eq4(E, B, A, G, H)) { J=admixC(vD,J); L=J; skiprest = true;}
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/* K type */
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if (!skiprest && (E != F && all_eq4(E, C, I, D, Q) && all_eq2(F, B, H)) && (F != srcu(srcX + 3, srcY))) {K=admixK(vF,K); M=K;skiprest=true;} // RIGHT
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if (!skiprest && (E != D && all_eq4(E, A, G, F, R) && all_eq2(D, B, H)) && (D != srcu(srcX - 3, srcY))) {J=admixK(vD,J); L=J;skiprest=true;} // LEFT
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if (!skiprest && (E != H && all_eq4(E, G, I, B, P) && all_eq2(H, D, F)) && (H != srcu(srcX, srcY + 3))) {L=admixK(vH,L); M=L;skiprest=true;} // BOTTOM
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if (!skiprest && (E != B && all_eq4(E, A, C, H, S) && all_eq2(B, D, F)) && (B != srcu(srcX, srcY - 3))) {J=admixK(vB,J); K=J;} // TOP
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} // not constant
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//* final write
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// Write four pixels at once.
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ivec2 destXY = ivec2(xy) * 2;
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writeColorf(destXY, unpackUnorm4x8(J));
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writeColorf(destXY + ivec2(1, 0), unpackUnorm4x8(K));
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writeColorf(destXY + ivec2(0, 1), unpackUnorm4x8(L));
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writeColorf(destXY + ivec2(1, 1), unpackUnorm4x8(M));
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}
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writeColorf(destXY, J);
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writeColorf(destXY + ivec2(1, 0), K);
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writeColorf(destXY + ivec2(0, 1), L);
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writeColorf(destXY + ivec2(1, 1), M);
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}
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