It works!
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11
data/blit.frag
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11
data/blit.frag
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precision mediump float;
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uniform sampler2D texture;
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varying vec2 uv;
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#define fetch(p) texture2D(texture, p).r
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void main() {
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gl_FragColor = texture2D(texture, uv);
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}
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12
data/blit.vert
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12
data/blit.vert
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precision mediump float;
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attribute vec2 vert;
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attribute vec2 tex_coord;
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varying vec2 uv;
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void main() {
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uv = tex_coord;
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gl_Position = vec4(vert, 0, 1);
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}
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@@ -1,36 +1,43 @@
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precision mediump float;
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precision highp float;
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uniform sampler2D texture;
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// uniform sampler2D srgb_map;
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uniform sampler2D pixel_layout;
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uniform mat3 color_matrix;
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varying vec2 uv1;
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varying vec2 uv2;
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varying vec2 pixel_coord;
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uniform vec2 pixel_size;
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// varying vec2 uv1;
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// varying vec2 uv2;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 half_pixel_coord;
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#define fetch(p) texture2D(texture, p).r
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void main() {
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vec4 pixels = vec4(
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fetch(uv1),
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fetch(vec2(uv1.x, uv2.y)),
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fetch(uv2),
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fetch(vec2(uv2.x, uv1.y)));
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fetch(top_left_uv),
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fetch(top_right_uv),
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fetch(bottom_right_uv),
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fetch(bottom_left_uv));
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vec2 arrangement = mod(pixel_coord, 2.0);
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vec2 arrangement = floor(half_pixel_coord);
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vec2 is_top_left = step(1.0, arrangement);
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vec2 is_bottom_left = step(1.0, arrangement);
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vec3 color = mix(
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mix(pixels.zyx, pixels.wzy, is_top_left.y),
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mix(pixels.yzw, pixels.xyz, is_top_left.y),
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is_top_left.x);
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// vec3 color = mix(
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// mix(pixels.xyz, pixels.yzw, is_bottom_left.y),
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// mix(pixels.wzy, pixels.zyx, is_bottom_left.y),
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// is_bottom_left.x);
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vec3 color = pixels.zyx;
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vec3 srgb_color = pow(color, vec3(1.0 / 2.2));
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// vec3 srgb_color = vec3(
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// texture2D(srgb_map, vec2(color.r, 0)).r,
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// texture2D(srgb_map, vec2(color.g, 0)).r,
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// texture2D(srgb_map, vec2(color.b, 0)).r);
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// Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
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vec3 srgb_color = (vec3(1.138) * inversesqrt(color) - vec3(0.138)) * color;
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gl_FragColor = vec4((color_matrix * srgb_color).bgr, 0);
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// Slow SRGB estimate
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// vec3 srgb_color = pow(color, vec3(1.0 / 2.2));
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gl_FragColor = vec4(color_matrix * srgb_color, 0);
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}
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@@ -1,21 +1,32 @@
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precision mediump float;
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precision highp float;
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attribute vec2 vert;
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attribute vec2 tex_coord;
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uniform mat3 transform;
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uniform vec2 pixel_size;
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uniform vec2 half_image_size;
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varying vec2 uv1;
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varying vec2 uv2;
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varying vec2 pixel_coord;
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// varying vec2 uv1;
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// varying vec2 uv2;
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varying vec2 top_left_uv;
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varying vec2 top_right_uv;
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varying vec2 bottom_left_uv;
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varying vec2 bottom_right_uv;
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varying vec2 half_pixel_coord;
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void main() {
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uv1 = tex_coord - pixel_size / 2.0;
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uv2 = tex_coord + pixel_size / 2.0;
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uv1 += pixel_size;
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uv2 += pixel_size;
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pixel_coord = uv1 / pixel_size;
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top_left_uv = tex_coord - pixel_size / 2.0;
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bottom_right_uv = tex_coord + pixel_size / 2.0;
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top_right_uv = vec2(top_left_uv.x, bottom_right_uv.y);
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bottom_left_uv = vec2(bottom_right_uv.x, top_left_uv.y);
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// uv1 = tex_coord - pixel_size / 2.0;
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// uv2 = tex_coord + pixel_size / 2.0;
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// uv1 += pixel_size;
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// uv2 += pixel_size;
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half_pixel_coord = top_left_uv * half_image_size;
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gl_Position = vec4(transform * vec3(vert, 1), 1);
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}
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