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6834797f09
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24
shaders/glsl/mfx_bss_sharp.fp
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24
shaders/glsl/mfx_bss_sharp.fp
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void main()
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{
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vec2 coord = TexCoord;
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vec4 res = texture(InputTexture,coord);
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vec2 ofs[8] =
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{
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vec2(1.0,1.0), vec2(-1.0,-1.0),
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vec2(-1.0,1.0), vec2(1.0,-1.0),
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vec2(1.41,1.41), vec2(-1.41,-1.41),
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vec2(-1.41,1.41), vec2(1.41,-1.41)
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};
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vec2 bresl = textureSize(InputTexture,0);
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vec2 bof = (1.0/bresl)*bsssharpradius;
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vec4 tcol = res;
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int i;
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for ( i=0; i<8; i++ ) tcol += texture(InputTexture,coord+ofs[i]*bof);
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tcol /= 9.0;
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vec4 orig = res;
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res = orig*(1.0+dot(orig.rgb-tcol.rgb,vec3(0.333333))*bsssharpamount);
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float rg = clamp(pow(orig.b,3.0),0.0,1.0);
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res = mix(res,orig,rg);
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FragColor = res;
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}
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