fix "some" pp shaders ...
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@@ -1,21 +1,26 @@
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uniform samplerRECT samp0 : register(s0);
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uniform sampler2D samp9;
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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out vec4 ocol0;
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in vec2 uv0;
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uniform vec4 resolution;
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void main()
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{
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//variables
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int internalresolution = 1278;
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float4 c0 = texRECT(samp0, uv0).rgba;
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float4 c0 = texture(samp9, uv0).rgba;
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//blur
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float4 blurtotal = float4(0, 0, 0, 0);
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float blursize = 1.5;
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, blursize));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, blursize));
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blurtotal += texRECT(samp0, uv0 + float2(-blursize, 0));
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blurtotal += texRECT(samp0, uv0 + float2( blursize, 0));
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blurtotal += texRECT(samp0, uv0 + float2( 0, -blursize));
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blurtotal += texRECT(samp0, uv0 + float2( 0, blursize));
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blurtotal += texture(samp9, uv0 + float2(-blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2(-blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( blursize, 0)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, -blursize)*resolution.zw);
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blurtotal += texture(samp9, uv0 + float2( 0, blursize)*resolution.zw);
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blurtotal *= 0.125;
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c0 = blurtotal;
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//greyscale
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@@ -23,8 +28,8 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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// brighten
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grey = grey * 0.5 + 0.7;
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// darken edges
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float x = uv0[0];
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float y = uv0[1];
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float x = uv0.x * resolution.x;
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float y = uv0.y * resolution.y;
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if (x > internalresolution/2) x = internalresolution-x;
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if (y > internalresolution/2) y = internalresolution-y;
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if (x > internalresolution/2*0.95) x = internalresolution/2*0.95;
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