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			239 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			GLSL
		
	
			
		
		
	
	
			239 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			GLSL
		
	
/*===============================================================================*\
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|########################     [Dolphin FX Suite 2.20]      #######################|
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|##########################        By Asmodean          ##########################|
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||                                                                               ||
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||          This program is free software; you can redistribute it and/or        ||
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||          modify it under the terms of the GNU General Public License          ||
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||          as published by the Free Software Foundation; either version 2       ||
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||          of the License, or (at your option) any later version.               ||
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||                                                                               ||
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||          This program is distributed in the hope that it will be useful,      ||
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||          but WITHOUT ANY WARRANTY; without even the implied warranty of       ||
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||          MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the        ||
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||          GNU General Public License for more details. (C)2015                 ||
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||                                                                               ||
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|#################################################################################|
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\*===============================================================================*/
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// Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications.
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/*
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[configuration]
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[OptionRangeInteger]
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GUIName = BloomType
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OptionName = A_BLOOM_TYPE
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MinValue = 0
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MaxValue = 5
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StepAmount = 1
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DefaultValue = 0
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[OptionRangeFloat]
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GUIName = BloomStrength
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OptionName = B_BLOOM_STRENGTH
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MinValue = 0.000
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MaxValue = 1.000
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StepAmount = 0.001
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DefaultValue = 0.220
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[OptionRangeFloat]
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GUIName = BlendStrength
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OptionName = C_BLEND_STRENGTH
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MinValue = 0.000
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MaxValue = 1.200
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StepAmount = 0.010
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DefaultValue = 1.000
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[OptionRangeFloat]
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GUIName = BloomDefocus
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OptionName = D_B_DEFOCUS
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MinValue = 1.000
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MaxValue = 4.000
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StepAmount = 0.100
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DefaultValue = 2.000
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[OptionRangeFloat]
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GUIName = BloomWidth
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OptionName = D_BLOOM_WIDTH
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MinValue = 1.000
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MaxValue = 8.000
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StepAmount = 0.100
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DefaultValue = 3.200
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[OptionRangeFloat]
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GUIName = BloomReds
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OptionName = E_BLOOM_REDS
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MinValue = 0.000
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MaxValue = 0.500
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StepAmount = 0.001
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DefaultValue = 0.020
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[OptionRangeFloat]
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GUIName = BloomGreens
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OptionName = F_BLOOM_GREENS
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MinValue = 0.000
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MaxValue = 0.500
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StepAmount = 0.001
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DefaultValue = 0.010
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[OptionRangeFloat]
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GUIName = BloomBlues
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OptionName = G_BLOOM_BLUES
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MinValue = 0.000
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MaxValue = 0.500
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StepAmount = 0.001
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DefaultValue = 0.010
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[/configuration]
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*/
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//Average relative luminance
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CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
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float AvgLuminance(float3 color)
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{
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    return sqrt(
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    (color.x * color.x * lumCoeff.x) +
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    (color.y * color.y * lumCoeff.y) +
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    (color.z * color.z * lumCoeff.z));
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}
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float smootherstep(float a, float b, float x)
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{
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    x = saturate((x - a) / (b - a));
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    return x*x*x*(x*(x * 6.0 - 15.0) + 10.0);
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}
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float3 BlendAddLight(float3 bloom, float3 blend)
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{
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    return saturate(bloom + blend);
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}
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float3 BlendScreen(float3 bloom, float3 blend)
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{
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    return (bloom + blend) - (bloom * blend);
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}
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float3 BlendAddGlow(float3 bloom, float3 blend)
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{
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    float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
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    return lerp(saturate(bloom + blend),
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    (blend + blend) - (blend * blend), glow);
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}
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float3 BlendGlow(float3 bloom, float3 blend)
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{
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    float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom));
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    return lerp((bloom + blend) - (bloom * blend),
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    (blend + blend) - (blend * blend), glow);
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}
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float3 BlendLuma(float3 bloom, float3 blend)
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{
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    float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend));
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    return lerp((bloom * blend), (1.0 -
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    ((1.0 - bloom) * (1.0 - blend))), lumavg);
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}
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float3 BlendOverlay(float3 bloom, float3 blend)
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{
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    float3 overlay = step(0.5, bloom);
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    return lerp((bloom * blend * 2.0), (1.0 - (2.0 *
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    (1.0 - bloom) * (1.0 - blend))), overlay);
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}
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float3 BloomCorrection(float3 color)
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{
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    float3 bloom = color;
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    bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r));
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    bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g));
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    bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b));
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    bloom.r = saturate(color.r + GetOption(E_BLOOM_REDS) * bloom.r);
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    bloom.g = saturate(color.g + GetOption(F_BLOOM_GREENS) * bloom.g);
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    bloom.b = saturate(color.b + GetOption(G_BLOOM_BLUES) * bloom.b);
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    color = saturate(bloom);
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    return color;
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}
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float4 PyramidFilter(float2 texcoord, float2 width)
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{
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    float4 X = SampleLocation(texcoord + float2(0.5, 0.5) * width);
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    float4 Y = SampleLocation(texcoord + float2(-0.5,  0.5) * width);
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    float4 Z = SampleLocation(texcoord + float2(0.5, -0.5) * width);
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    float4 W = SampleLocation(texcoord + float2(-0.5, -0.5) * width);
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    return (X + Y + Z + W) / 4.0;
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}
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float3 Blend(float3 bloom, float3 blend)
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{
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         if (GetOption(A_BLOOM_TYPE) == 0) { return BlendGlow(bloom, blend); }
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    else if (GetOption(A_BLOOM_TYPE) == 1) { return BlendAddGlow(bloom, blend); }
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    else if (GetOption(A_BLOOM_TYPE) == 2) { return BlendAddLight(bloom, blend); }
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    else if (GetOption(A_BLOOM_TYPE) == 3) { return BlendScreen(bloom, blend); }
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    else if (GetOption(A_BLOOM_TYPE) == 4) { return BlendLuma(bloom, blend); }
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    else /*if (GetOption(A_BLOOM_TYPE) == 5) */ { return BlendOverlay(bloom, blend); }
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}
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void main()
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{
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    float4 color = Sample();
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    float2 texcoord = GetCoordinates();
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    float2 pixelSize = GetInvResolution();
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    float anflare = 4.0;
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    float2 defocus = float2(GetOption(D_B_DEFOCUS), GetOption(D_B_DEFOCUS));
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    float4 bloom = PyramidFilter(texcoord, pixelSize * defocus);
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    float2 dx = float2(pixelSize.x * GetOption(D_BLOOM_WIDTH), 0.0);
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    float2 dy = float2(0.0, pixelSize.y * GetOption(D_BLOOM_WIDTH));
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    float2 mdx = mul(dx, 2.0);
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    float2 mdy = mul(dy, 2.0);
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    float4 blend = bloom * 0.22520613262190495;
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    blend += 0.002589001911021066 * SampleLocation(texcoord - mdx + mdy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord - dx + mdy);
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    blend += 0.024146616900339800 * SampleLocation(texcoord + mdy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord + dx + mdy);
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    blend += 0.002589001911021066 * SampleLocation(texcoord + mdx + mdy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord - mdx + dy);
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    blend += 0.044875475183061630 * SampleLocation(texcoord - dx + dy);
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    blend += 0.100529757860782610 * SampleLocation(texcoord + dy);
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    blend += 0.044875475183061630 * SampleLocation(texcoord + dx + dy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord + mdx + dy);
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    blend += 0.024146616900339800 * SampleLocation(texcoord - mdx);
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    blend += 0.100529757860782610 * SampleLocation(texcoord - dx);
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    blend += 0.100529757860782610 * SampleLocation(texcoord + dx);
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    blend += 0.024146616900339800 * SampleLocation(texcoord + mdx);
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    blend += 0.010778807494659370 * SampleLocation(texcoord - mdx - dy);
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    blend += 0.044875475183061630 * SampleLocation(texcoord - dx - dy);
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    blend += 0.100529757860782610 * SampleLocation(texcoord - dy);
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    blend += 0.044875475183061630 * SampleLocation(texcoord + dx - dy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord + mdx - dy);
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    blend += 0.002589001911021066 * SampleLocation(texcoord - mdx - mdy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord - dx - mdy);
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    blend += 0.024146616900339800 * SampleLocation(texcoord - mdy);
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    blend += 0.010778807494659370 * SampleLocation(texcoord + dx - mdy);
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    blend += 0.002589001911021066 * SampleLocation(texcoord + mdx - mdy);
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    blend = lerp(color, blend, GetOption(C_BLEND_STRENGTH));
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    bloom.xyz = Blend(bloom.xyz, blend.xyz);
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    bloom.xyz = BloomCorrection(bloom.xyz);
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    color.a = AvgLuminance(color.xyz);
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    bloom.a = AvgLuminance(bloom.xyz);
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    bloom.a *= anflare;
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    SetOutput(lerp(color, bloom, GetOption(B_BLOOM_STRENGTH)));
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}
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