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Data: Include crt-royale
From https://github.com/akgunter/crt-royale-reshade
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#ifndef _HELPER_FUNCTIONS_AND_MACROS_H
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#define _HELPER_FUNCTIONS_AND_MACROS_H
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///////////////////////////////// MIT LICENSE ////////////////////////////////
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// Copyright (C) 2020 Alex Gunter
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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float4 tex2D_nograd(sampler2D tex, float2 tex_coords)
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{
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return tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0);
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}
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// ReShade 4 does not permit the use of functions or the ternary operator
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// outside of a function definition. This is a problem for this port
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// because the original crt-royale shader makes heavy use of these
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// constructs at the root level.
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// These preprocessor definitions are a workaround for this limitation.
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// Note that they are strictly intended for defining complex global
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// constants. I doubt they're more performant than the built-in
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// equivalents, so I recommend using the built-ins whenever you can.
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#define macro_sign(c) -((int) ((c) != 0)) * -((int) ((c) > 0))
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#define macro_abs(c) (c) * macro_sign(c)
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#define macro_min(c, d) (c) * ((int) ((c) <= (d))) + (d) * ((int) ((c) > (d)))
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#define macro_max(c, d) (c) * ((int) ((c) >= (d))) + (d) * ((int) ((c) < (d)))
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#define macro_clamp(c, l, u) macro_min(macro_max(c, l), u)
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#define macro_ceil(c) (float) ((int) (c) + (int) (((int) (c)) < (c)))
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#define macro_cond(c, a, b) float(c) * (a) + float(!(c)) * (b)
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//////////////////////// COMMON MATHEMATICAL CONSTANTS ///////////////////////
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static const float pi = 3.141592653589;
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// We often want to find the location of the previous texel, e.g.:
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// const float2 curr_texel = uv * texture_size;
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// const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5);
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// const float2 prev_texel_uv = prev_texel / texture_size;
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// However, many GPU drivers round incorrectly around exact texel locations.
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// We need to subtract a little less than 0.5 before flooring, and some GPU's
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// require this value to be farther from 0.5 than others; define it here.
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// const float2 prev_texel =
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// floor(curr_texel - float2(under_half)) + float2(0.5);
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static const float under_half = 0.4995;
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// Avoid dividing by zero; using a macro overloads for float, float2, etc.:
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#define FIX_ZERO(c) (macro_max(macro_abs(c), 0.0000152587890625)) // 2^-16
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// #define fmod(x, y) ((x) - (y) * floor((x)/(y) + FIX_ZERO(0.0)))
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#define fmod(x, y) (frac((x) / (y)) * (y))
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#endif // _HELPER_FUNCTIONS_AND_MACROS_H
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