Tone down pixel upscaling, removes artifacts
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@@ -8,7 +8,7 @@ vec3 f (float x, float y)
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{ return texture(screenTexture, vTexPos + vec2(x/screensize.x,y/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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}
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bool t (vec3 x, vec3 y)
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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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{ return dot(x-y,x-y) < 0.005;
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}
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}
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bool t3 (vec3 x, vec3 y, vec3 z)
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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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{ return t(x,y) && t(y,z);
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@@ -23,13 +23,13 @@ vec3 br = f( 1,-1);
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vec3 bb = f( 0,-2);
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vec3 bb = f( 0,-2);
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vec3 bl = f(-1,-1);
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vec3 bl = f(-1,-1);
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vec3 ml = f(-2, 0);
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vec3 ml = f(-2, 0);
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if (t3(tt,tr,mr))
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if (t3(tl,tr,br))
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{ fColor = vec4(tr,1);}
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{ fColor = vec4(tr,1);}
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else if (t3(mr,br,bb))
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else if (t3(tr,br,bl))
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{ fColor = vec4(br,1);}
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{ fColor = vec4(br,1);}
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else if (t3(bb,bl,ml))
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else if (t3(br,bl,tl))
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{ fColor = vec4(bl,1);}
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{ fColor = vec4(bl,1);}
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else if (t3(ml,tl,tt))
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else if (t3(bl,tl,tr))
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{ fColor = vec4(tl,1);}
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{ fColor = vec4(tl,1);}
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else
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else
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//{fColor = texture(screenTexture, vTexPos); }
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//{fColor = texture(screenTexture, vTexPos); }
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