Play around with upscaling pixel filtering
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@@ -3,19 +3,35 @@ in vec2 vTexPos;
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out vec4 fColor;
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layout (location = 0) uniform vec2 screensize;
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layout(binding = 0) uniform sampler2D screenTexture;
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float xoff = 2 / screensize.x;
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float yoff = 2 / screensize.y;
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vec3 f (float x, float y)
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{ return texture(screenTexture, vTexPos + vec2(x*xoff,y*yoff)).xyz;
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//{ return texture(screenTexture, vTexPos + vec2((x+0.5)/screensize.x,(y+0.5)/screensize.y)).xyz;
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{ return texture(screenTexture, vTexPos + vec2(x/screensize.x,y/screensize.y)).xyz;
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}
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bool t (vec3 x, vec3 y)
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{ return dot(x-y,x-y) < 0.1;
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}
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bool t3 (vec3 x, vec3 y, vec3 z)
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{ return t(x,y) && t(y,z);
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}
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void main()
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{
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vec3 tl = f(-1, 1);
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vec3 tt = f( 0, 1);
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vec3 tt = f( 0, 2);
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vec3 tr = f( 1, 1);
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vec3 mr = f( 1, 0);
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vec3 mr = f( 2, 0);
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vec3 br = f( 1,-1);
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if (tl == tt && tt == tr && tr == mr && mr == br)
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vec3 bb = f( 0,-2);
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vec3 bl = f(-1,-1);
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vec3 ml = f(-2, 0);
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if (t3(tt,tr,mr))
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{ fColor = vec4(tr,1);}
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else if (t3(mr,br,bb))
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{ fColor = vec4(br,1);}
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else if (t3(bb,bl,ml))
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{ fColor = vec4(bl,1);}
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else if (t3(ml,tl,tt))
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{ fColor = vec4(tl,1);}
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else {fColor = texture(screenTexture, vTexPos); }
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else
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//{fColor = texture(screenTexture, vTexPos); }
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{fColor = vec4(f(0,0),1); }
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}
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