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https://github.com/WinampDesktop/winamp.git
synced 2025-06-17 06:15:46 -04:00
Fix crt-cyclon and update others (#3240)
* Fix crt-cyclon and update others - Fix some crt-cyclon parameters; - Update bicubic and lanczos3. * Update crt-geom.fx and geom.fx - Added image center X and Y to crt-geom.fx and geom.fx.
This commit is contained in:
@ -1,4 +1,4 @@
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#include "../ReShade.fxh"
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#include "ReShade.fxh"
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/*
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Bicubic multipass Shader
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@ -86,19 +86,18 @@ float3 bicubic_ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3)
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}
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float4 PS_Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize;
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.0);
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float2 fp = frac(posi / ps);
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float2 ps = NormalizedNativePixelSize;
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float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 1.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 1.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 1.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 1.0)).rgb;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
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float3 color = bicubic_ar(fp.x, C0, C1, C2, C3);
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@ -106,28 +105,27 @@ float4 PS_Bicubic_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Targe
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}
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float4 PS_Bicubic_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Bicubic_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.5);
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float2 fp = frac(posi / ps);
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 tc = posi - (fp + 0.5) * ps;
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float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(1.0, -1.0)).rgb;
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float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 0.0)).rgb;
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float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 1.0)).rgb;
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float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(1.0, 2.0)).rgb;
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float3 C0 = tex2D(sBicubic_P0, tc + ps*float2(0.0, -1.0)).rgb;
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float3 C1 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 0.0)).rgb;
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float3 C2 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 1.0)).rgb;
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float3 C3 = tex2D(sBicubic_P0, tc + ps*float2(0.0, 2.0)).rgb;
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float3 color = bicubic_ar(fp.y, C0, C1, C2, C3);
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return float4(color, 1.0);
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}
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technique Bicubic
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{
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pass
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{
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VertexShader = PostProcessVS;
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@ -139,5 +137,4 @@ technique Bicubic
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VertexShader = PostProcessVS;
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PixelShader = PS_Bicubic_Y;
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}
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}
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@ -28,7 +28,6 @@ the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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http://www.gnu.org/copyleft/gpl.html
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*/
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uniform bool LANCZOS3_ANTI_RINGING <
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ui_type = "radio";
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ui_label = "Lanczos3 Anti-Ringing";
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@ -41,6 +40,7 @@ uniform float2 ViewportSize < source = "viewportsize"; >;
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texture2D tLanczos3_P0{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
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sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};
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#define AR_STRENGTH 1.0
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#define FIX(c) (max(abs(c),1e-5))
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#define PI 3.1415926535897932384626433832795
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@ -48,10 +48,10 @@ sampler2D sLanczos3_P0{Texture=tLanczos3_P0;AddressU=CLAMP;AddressV=CLAMP;Addres
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float3 weight3(float x)
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{
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float3 Sample = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
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float3 Sampling = FIX(2.0 * PI * float3(x - 1.5, x - 0.5, x + 0.5));
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// Lanczos3. Note: we normalize outside this function, so no point in multiplying by radius.
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return sin(Sample) * sin(Sample / radius) / (Sample * Sample);
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return sin(Sampling) * sin(Sampling / radius) / (Sampling * Sampling);
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}
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float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C4, float3 C5)
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@ -79,23 +79,21 @@ float3 lanczos3ar(float fp, float3 C0, float3 C1, float3 C2, float3 C3, float3 C
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}
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float4 PS_Lanczos3_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Lanczos3_X(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// Both dimensions are unfiltered, so it looks for lores pixels.
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float2 ps = NormalizedNativePixelSize;
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.0);
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float2 fp = frac(posi / ps);
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float2 ps = NormalizedNativePixelSize;
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float2 pos = uv_tx.xy/ps - float2(0.5, 0.0);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 xystart = posi - (fp + 0.5) * ps;
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float ypos = xystart.y + ps.y;
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float3 C0 = tex2D(ReShade::BackBuffer, float2(xystart.x - ps.x * 2.0, ypos)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, float2(xystart.x - ps.x * 1.0, ypos)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, float2(xystart.x , ypos)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 1.0, ypos)).rgb;
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float3 C4 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 2.0, ypos)).rgb;
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float3 C5 = tex2D(ReShade::BackBuffer, float2(xystart.x + ps.x * 3.0, ypos)).rgb;
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float3 C0 = tex2D(ReShade::BackBuffer, tc + ps*float2(-2.0, 0.0)).rgb;
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float3 C1 = tex2D(ReShade::BackBuffer, tc + ps*float2(-1.0, 0.0)).rgb;
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float3 C2 = tex2D(ReShade::BackBuffer, tc + ps*float2( 0.0, 0.0)).rgb;
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float3 C3 = tex2D(ReShade::BackBuffer, tc + ps*float2( 1.0, 0.0)).rgb;
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float3 C4 = tex2D(ReShade::BackBuffer, tc + ps*float2( 2.0, 0.0)).rgb;
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float3 C5 = tex2D(ReShade::BackBuffer, tc + ps*float2( 3.0, 0.0)).rgb;
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float3 color = lanczos3ar(fp.x, C0, C1, C2, C3, C4, C5);
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@ -103,32 +101,29 @@ float4 PS_Lanczos3_X(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Targ
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}
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float4 PS_Lanczos3_Y(float4 pos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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float4 PS_Lanczos3_Y(float4 vpos: SV_Position, float2 uv_tx : TEXCOORD) : SV_Target
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{
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// One must be careful here. Horizontal dimension is already filtered, so it looks for x in hires.
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 posi = uv_tx.xy + ps * float2(0.5, 0.5);
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float2 fp = frac(posi / ps);
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float2 ps = float2(1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedNativePixelSize.y);
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float2 pos = uv_tx.xy/ps - float2(0.0, 0.5);
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float2 tc = (floor(pos) + float2(0.5, 0.5)) * ps;
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float2 fp = frac(pos);
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float2 xystart = posi - (fp + 0.5) * ps;
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float xpos = xystart.x + ps.x;
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float3 C0 = tex2D(sLanczos3_P0, float2(xpos, xystart.y - ps.y * 2.0)).rgb;
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float3 C1 = tex2D(sLanczos3_P0, float2(xpos, xystart.y - ps.y * 1.0)).rgb;
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float3 C2 = tex2D(sLanczos3_P0, float2(xpos, xystart.y )).rgb;
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float3 C3 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 1.0)).rgb;
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float3 C4 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 2.0)).rgb;
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float3 C5 = tex2D(sLanczos3_P0, float2(xpos, xystart.y + ps.y * 3.0)).rgb;
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float3 C0 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -2.0)).rgb;
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float3 C1 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, -1.0)).rgb;
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float3 C2 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 0.0)).rgb;
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float3 C3 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 1.0)).rgb;
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float3 C4 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 2.0)).rgb;
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float3 C5 = tex2D(sLanczos3_P0, tc + ps*float2(0.0, 3.0)).rgb;
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float3 color = lanczos3ar(fp.y, C0, C1, C2, C3, C4, C5);
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return float4(color, 1.0);
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}
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technique Lanczos3
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{
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pass
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{
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VertexShader = PostProcessVS;
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@ -140,5 +135,4 @@ technique Lanczos3
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VertexShader = PostProcessVS;
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PixelShader = PS_Lanczos3_Y;
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}
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}
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