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Add Lanczos3 scaling (#9)
"Lanczos filtering tends to yield much better quality (sharper image) than bilinear filtering."
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8 changed files with 118 additions and 7 deletions
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@ -73,6 +73,13 @@
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// "smoothScaling": false,
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// Apply Lanczos3 interpolation when game screen
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// is upscaled (typically higher quality than linear)
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// (default: disabled)
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//
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// "lanczos3Scaling": false,
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// Sync screen redraws to the monitor refresh rate
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// (default: disabled)
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//
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48
shader/lanczos3.frag
Normal file
48
shader/lanczos3.frag
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@ -0,0 +1,48 @@
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// From https://raw.githubusercontent.com/Sentmoraap/doing-sdl-right/93a52a0db0ff2da5066cce12f5b9a2ac62e6f401/assets/lanczos3.frag
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// Copyright 2020 Lilian Gimenez (Sentmoraap).
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// MIT license.
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uniform sampler2D texture;
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uniform vec2 sourceSize;
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uniform vec2 texSizeInv;
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varying vec2 v_texCoord;
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float lanczos3(float x)
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{
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x = max(abs(x), 0.00001);
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float val = x * 3.141592654;
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return sin(val) * sin(val / 3) / (val * val);
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}
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void main()
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{
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vec2 pixel = v_texCoord * sourceSize + 0.5;
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vec2 frac = fract(pixel);
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vec2 onePixel = texSizeInv;
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pixel = floor(pixel) * texSizeInv - onePixel / 2;
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float lanczosX[6];
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float sum = 0;
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for(int x = 0; x < 6; x++)
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{
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lanczosX[x] = lanczos3(x - 2 - frac.x);
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sum += lanczosX[x];
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}
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for(int x = 0; x < 6; x++) lanczosX[x] /= sum;
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sum = 0;
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float lanczosY[6];
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for(int y = 0; y < 6; y++)
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{
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lanczosY[y] = lanczos3(y - 2 - frac.y);
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sum += lanczosY[y];
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}
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for(int y = 0; y < 6; y++) lanczosY[y] /= sum;
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gl_FragColor = vec4(0);
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for(int y = -2; y <= 3; y++)
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{
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vec4 colour = vec4(0);
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for(int x = -2; x <= 3; x++)
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colour += texture2D(texture, pixel + vec2(x * onePixel.x, y * onePixel.y)).rgba * lanczosX[x + 2];
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gl_FragColor += colour * lanczosY[y + 2];
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}
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}
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@ -15,6 +15,7 @@ embedded_shaders = [
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'simpleAlphaUni.frag',
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'tilemap.frag',
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'flashMap.frag',
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'lanczos3.frag',
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'minimal.vert',
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'simple.vert',
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'simpleColor.vert',
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@ -134,6 +134,7 @@ void Config::read(int argc, char *argv[]) {
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{"fullscreen", false},
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{"fixedAspectRatio", true},
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{"smoothScaling", false},
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{"lanczos3Scaling", false},
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{"vsync", false},
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{"defScreenW", 0},
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{"defScreenH", 0},
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@ -257,6 +258,7 @@ try { exp } catch (...) {}
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SET_OPT(fullscreen, boolean);
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SET_OPT(fixedAspectRatio, boolean);
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SET_OPT(smoothScaling, boolean);
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SET_OPT(lanczos3Scaling, boolean);
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SET_OPT(winResizable, boolean);
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SET_OPT(vsync, boolean);
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SET_STRINGOPT(windowTitle, windowTitle);
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@ -43,6 +43,7 @@ struct Config {
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bool fullscreen;
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bool fixedAspectRatio;
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bool smoothScaling;
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bool lanczos3Scaling;
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bool vsync;
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int defScreenW;
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@ -24,6 +24,7 @@
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#include "sharedstate.h"
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#include "glstate.h"
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#include "quad.h"
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#include "config.h"
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namespace GLMeta
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{
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@ -144,10 +145,22 @@ static void _blitBegin(FBO::ID fbo, const Vec2i &size)
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FBO::bind(fbo);
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glState.viewport.pushSet(IntRect(0, 0, size.x, size.y));
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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if (shState->config().lanczos3Scaling)
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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}
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else
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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}
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}
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}
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@ -169,8 +182,18 @@ void blitSource(TEXFBO &source)
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}
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else
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.setTexSize(Vec2i(source.width, source.height));
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if (shState->config().lanczos3Scaling)
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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shader.bind();
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shader.setTexSize(Vec2i(source.width, source.height));
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}
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else
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.setTexSize(Vec2i(source.width, source.height));
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}
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TEX::bind(source.tex);
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}
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}
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@ -44,6 +44,7 @@
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#include "simpleAlphaUni.frag.xxd"
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#include "tilemap.frag.xxd"
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#include "flashMap.frag.xxd"
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#include "lanczos3.frag.xxd"
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#include "minimal.vert.xxd"
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#include "simple.vert.xxd"
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#include "simpleColor.vert.xxd"
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@ -746,3 +747,19 @@ void BltShader::setOpacity(float value)
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{
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gl.Uniform1f(u_opacity, value);
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}
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Lanczos3Shader::Lanczos3Shader()
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{
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INIT_SHADER(simple, lanczos3, Lanczos3Shader);
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ShaderBase::init();
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GET_U(texOffsetX);
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GET_U(sourceSize);
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}
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void Lanczos3Shader::setTexSize(const Vec2i &value)
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{
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ShaderBase::setTexSize(value);
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gl.Uniform2f(u_sourceSize, (float)value.x, (float)value.y);
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}
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@ -113,7 +113,7 @@ public:
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void setTexOffsetX(int value);
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private:
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protected:
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GLint u_texOffsetX;
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};
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@ -326,6 +326,17 @@ private:
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GLint u_source, u_destination, u_subRect, u_opacity;
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};
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class Lanczos3Shader : public SimpleShader
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{
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public:
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Lanczos3Shader();
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void setTexSize(const Vec2i &value);
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protected:
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GLint u_sourceSize;
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};
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/* Global object containing all available shaders */
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struct ShaderSet
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{
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@ -347,6 +358,7 @@ struct ShaderSet
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SimpleMatrixShader simpleMatrix;
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BlurShader blur;
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TilemapVXShader tilemapVX;
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Lanczos3Shader lanczos3;
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};
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#endif // SHADER_H
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