forked from sin365/AxibugEmuOnline
Merge pull request 'master' (#101) from Alienjack/AxibugEmuOnline:master into master
Reviewed-on: sin365/AxibugEmuOnline#101
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fileFormatVersion: 2
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guid: 647289cbb841bf0448710725d57e7875
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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using System.Collections.Generic;
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namespace AxibugEmuOnline.Client.Filters
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{
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public class CRT_EasyMode : FilterChainEffect
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{
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protected override void DefinePasses(ref List<PassDefine> passes)
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{
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passes.Add(PassDefine.Create(
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"Filter/crt-easymode", scaleModeX: EnumScaleMode.Viewport, scaleModeY: EnumScaleMode.Viewport
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));
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}
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public override string Name => nameof(CRT_EasyMode);
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}
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}
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fileFormatVersion: 2
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guid: 9de066ffdd26c6c47a1d11232a4fce45
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Shader "Filter/crt-easymode"
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{
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Properties
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{
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BRIGHT_BOOST("BRIGHT_BOOST",Float) = 1.2
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DILATION("DILATION",Float) = 1.0
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GAMMA_INPUT("GAMMA_INPUT",Float) = 2.0
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GAMMA_OUTPUT("GAMMA_OUTPUT",Float) = 1.8
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MASK_SIZE("MASK_SIZE",Float) = 1.0
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MASK_STAGGER("MASK_STAGGER",Float) = 0.0
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MASK_STRENGTH("MASK_STRENGTH",Float) = 0.3
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MASK_DOT_HEIGHT("MASK_DOT_HEIGHT",Float) = 1.0
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MASK_DOT_WIDTH("MASK_DOT_WIDTH",Float) = 1.0
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SCANLINE_CUTOFF("SCANLINE_CUTOFF",Float) = 400.0
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SCANLINE_BEAM_WIDTH_MAX("SCANLINE_BEAM_WIDTH_MAX",Float) = 1.5
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SCANLINE_BEAM_WIDTH_MIN("SCANLINE_BEAM_WIDTH_MIN",Float) = 1.5
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SCANLINE_BRIGHT_MAX("SCANLINE_BRIGHT_MAX",Float) = 0.65
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SCANLINE_BRIGHT_MIN("SCANLINE_BRIGHT_MIN",Float) = 0.35
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SCANLINE_STRENGTH("SCANLINE_STRENGTH",Float) = 1.0
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SHARPNESS_H("SHARPNESS_H",Float) = 0.5
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SHARPNESS_V("SHARPNESS_V",Float) = 1.0
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}
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma vertex vert_img
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#pragma fragment main
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#include "UnityCG.cginc"
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#include "../FilterChain.cginc"
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float BRIGHT_BOOST;
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float DILATION;
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float GAMMA_INPUT;
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float GAMMA_OUTPUT;
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float MASK_SIZE;
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float MASK_STAGGER;
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float MASK_STRENGTH;
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float MASK_DOT_HEIGHT;
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float MASK_DOT_WIDTH;
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float SCANLINE_CUTOFF;
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float SCANLINE_BEAM_WIDTH_MAX;
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float SCANLINE_BEAM_WIDTH_MIN;
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float SCANLINE_BRIGHT_MAX;
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float SCANLINE_BRIGHT_MIN;
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float SCANLINE_STRENGTH;
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float SHARPNESS_H;
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float SHARPNESS_V;
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struct v2f
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{
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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#define TEX2D(c) dilate(tex2D(Source, c))
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#define PI 3.141592653589
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vec4 dilate(vec4 col)
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{
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vec4 x = mix(vec4(1.0,1.0,1.0,1.0), col, DILATION);
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return col * x;
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}
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float curve_distance(float x, float sharp)
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{
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/*
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apply half-circle s-curve to distance for sharper (more pixelated) interpolation
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single line formula for Graph Toy:
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0.5 - sqrt(0.25 - (x - step(0.5, x)) * (x - step(0.5, x))) * sign(0.5 - x)
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*/
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float x_step = step(0.5, x);
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float curve = 0.5 - sqrt(0.25 - (x - x_step) * (x - x_step)) * sign(0.5 - x);
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return mix(x, curve, sharp);
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}
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mat4x4 get_color_matrix(vec2 co, vec2 dx)
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{
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return mat4x4(TEX2D(co - dx), TEX2D(co), TEX2D(co + dx), TEX2D(co + 2.0 * dx));
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}
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vec3 filter_lanczos(vec4 coeffs, mat4x4 color_matrix)
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{
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vec4 col = mul(color_matrix,coeffs);
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vec4 sample_min = min(color_matrix[1], color_matrix[2]);
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vec4 sample_max = max(color_matrix[1], color_matrix[2]);
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col = clamp(col, sample_min, sample_max);
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return col.rgb;
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}
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vec4 main (v2f IN) : SV_Target
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{
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec2 pix_co = vTexCoord * SourceSize.xy - vec2(0.5, 0.5);
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vec2 tex_co = (floor(pix_co) + vec2(0.5, 0.5)) * SourceSize.zw;
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vec2 dist = fract(pix_co);
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float curve_x;
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vec3 col, col2;
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#if TRUE
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curve_x = curve_distance(dist.x, SHARPNESS_H * SHARPNESS_H);
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vec4 coeffs = PI * vec4(1.0 + curve_x, curve_x, 1.0 - curve_x, 2.0 - curve_x);
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coeffs = FIX(coeffs);
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coeffs = 2.0 * sin(coeffs) * sin(coeffs * 0.5) / (coeffs * coeffs);
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coeffs /= dot(coeffs, vec4(1.0));
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col = filter_lanczos(coeffs, get_color_matrix(tex_co, dx));
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col2 = filter_lanczos(coeffs, get_color_matrix(tex_co + dy, dx));
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#else
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curve_x = curve_distance(dist.x, SHARPNESS_H);
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col = mix(TEX2D(tex_co).rgb, TEX2D(tex_co + dx).rgb, curve_x);
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col2 = mix(TEX2D(tex_co + dy).rgb, TEX2D(tex_co + dx + dy).rgb, curve_x);
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#endif
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col = mix(col, col2, curve_distance(dist.y, SHARPNESS_V));
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col = pow(col, vec3(GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0),GAMMA_INPUT / (DILATION + 1.0)));
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float luma = dot(vec3(0.2126, 0.7152, 0.0722), col);
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float bright = (max(col.r, max(col.g, col.b)) + luma) * 0.5;
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float scan_bright = clamp(bright, SCANLINE_BRIGHT_MIN, SCANLINE_BRIGHT_MAX);
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float scan_beam = clamp(bright * SCANLINE_BEAM_WIDTH_MAX, SCANLINE_BEAM_WIDTH_MIN, SCANLINE_BEAM_WIDTH_MAX);
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float scan_weight = 1.0 - pow(cos(vTexCoord.y * 2.0 * PI * SourceSize.y) * 0.5 + 0.5, scan_beam) * SCANLINE_STRENGTH;
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float mask = 1.0 - MASK_STRENGTH;
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vec2 mod_fac = floor(vTexCoord * OutputSize.xy * SourceSize.xy / (SourceSize.xy * vec2(MASK_SIZE, MASK_DOT_HEIGHT * MASK_SIZE)));
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int dot_no = int(mod((mod_fac.x + mod(mod_fac.y, 2.0) * MASK_STAGGER) / MASK_DOT_WIDTH, 3.0));
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vec3 mask_weight;
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if (dot_no == 0) mask_weight = vec3(1.0, mask, mask);
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else if (dot_no == 1) mask_weight = vec3(mask, 1.0, mask);
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else mask_weight = vec3(mask, mask, 1.0);
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if (SourceSize.y >= SCANLINE_CUTOFF)
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scan_weight = 1.0;
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col2 = col.rgb;
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col *= vec3(scan_weight,scan_weight,scan_weight);
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col = mix(col, col2, scan_bright);
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col *= mask_weight;
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col = pow(col, vec3(1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT,1.0 / GAMMA_OUTPUT));
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col = col* BRIGHT_BOOST;
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vec4 FragColor = vec4(col, 1.0);
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return FragColor;
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}
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ENDCG
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}
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}
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}
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fileFormatVersion: 2
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guid: d0063c32001ef9945888b38bb4932cf6
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,6 +6,7 @@
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#define fract frac
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#define mix lerp
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#define mod(x,y) x%y
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#define mat4x4 float4x4
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float sinc(float x) { if (x == 0) { return 1.0; } else { return sin(x) / x; } }
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