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				@ -1,6 +1,7 @@
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				#version 130
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				// Fisheye removal for GoPro 11+, 8:7 ratio, without hypersmooth
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				// Copyright (C) 2025 Jean-Baptiste Berlioz
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				// Copyright (C) 2025 Roz K <roz@rozk.net>
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				//
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				// This program is free software: you can redistribute it and/or modify
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				// it under the terms of the GNU Affero General Public License as
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				@ -17,14 +18,16 @@
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				#extension GL_ARB_texture_rectangle: enable
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				#define non_linear_decoding
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				#define rotate_180
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				#define color_conversion
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				#define texture_filtering
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				//#define rotate_180
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				//#define debug_borders
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				#undef highp // defined by Qt-OpenGl
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				precision highp float;
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				// uniforms
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				uniform sampler2DRect myTextureY;
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				uniform sampler2DRect myTextureU;
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				uniform sampler2DRect myTextureV;
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				@ -32,18 +35,21 @@ uniform vec2 myResolution;
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				uniform float pts;
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				// parameters
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				const vec2  sensor_size              = vec2(5.949440, 5.205760);
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				const vec2  rectilinear_scale        = vec2(1.138819, 1.0);
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				const float equidistant_focal_length = 2.970000;
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				const float rectilinear_focal_length = 2.167601;
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				const vec2 rectilinear_scale = vec2(1.138819, 1.0);
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				// constants
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				const int subsampling = 4;
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				const int   subsampling       = 8;
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				const vec2  subsampling_step  = vec2(1.0 / float(subsampling));
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				const vec2  subsampling_start = subsampling_step * 0.5 - vec2(0.5);
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				const float subsampling_scale = 1.0 / float(subsampling * subsampling);
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				// variables
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				// reprojection
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				vec2 texture_center;
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				vec2 texture_to_sensor;
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				vec2 sensor_to_texture;
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				@ -57,47 +63,41 @@ void initialize() {
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				    sensor_to_texture = myResolution / sensor_size;
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				}
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				vec2 equidistant_to_rectilinear(const in vec2 coord) {
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				    float rectilinear_radius = length(coord);
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				vec2 equidistant_to_rectilinear(const in vec2 equidistant) {
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				    float rectilinear_radius = length(equidistant);
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				    float rectilinear_angle = atan(rectilinear_radius / rectilinear_focal_length);
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				    float equidistant_radius = rectilinear_angle * equidistant_focal_length;
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				    return coord * (equidistant_radius / rectilinear_radius);
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				    return equidistant * (equidistant_radius / rectilinear_radius);
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				}
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				vec3 sample_texture(const in vec2 coord) {
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				    vec2 rectilinear = equidistant_to_rectilinear((coord - texture_center) * texture_to_sensor);
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				    vec2 y_coord = texture_center + rectilinear * sensor_to_texture;
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				#ifdef debug_borders
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				    if (y_coord.x < 0.0 || y_coord.y < 0.0 || y_coord.x > myResolution.x || y_coord.y > myResolution.y) {
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				        return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0);
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				    }
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				#endif
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				    vec2 uv_coord = y_coord * 0.5;
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				    return vec3(
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				        texture2DRect(myTextureY, y_coord).x,
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				        texture2DRect(myTextureU, uv_coord).x,
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				        texture2DRect(myTextureV, uv_coord).x);
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				// color space (https://en.wikipedia.org/wiki/Rec._709)
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				#ifdef color_conversion
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				const float luminance_min   =  16.0 / 255.0;
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				const float luminance_max   = 235.0 / 255.0;
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				const float luminance_range = luminance_max - luminance_min;
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				const vec2 chroma_min    = vec2( 16.0 / 255.0);
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				const vec2 chroma_max    = vec2(240.0 / 255.0);
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				const vec2 chroma_range  = chroma_max - chroma_min;
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				const vec2 chroma_center = vec2(0.5, 0.5);
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				const vec3 yuv_min    = vec3(luminance_min,   chroma_min);
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				const vec3 yuv_range  = vec3(luminance_range, chroma_range);
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				const vec3 yuv_center = vec3(0.0, chroma_center);
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				float decode_luminance(const in float x) {
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				    float y = (x - luminance_min) / luminance_range;
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				    return (y < 0.081) ? (y / 4.5) : pow((y + 0.099) / 1.099, 1.0 / 0.45);
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				}
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				#ifdef non_linear_decoding
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				// https://en.wikipedia.org/wiki/Rec._709
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				#define y_min    ( 16.0 / 255.0)
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				#define y_max    (235.0 / 255.0)
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				#define uv_min   ( 16.0 / 255.0)
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				#define uv_max   (240.0 / 255.0)
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				#define y_range  (y_max - y_min)
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				#define uv_range (uv_max - uv_min)
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				const vec3 yuv_min = vec3(y_min, uv_min, uv_min);
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				const vec3 yuv_range = vec3(y_range, uv_range, uv_range);
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				const vec3 yuv_center = vec3(0.0, 0.5, 0.5);
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				vec2 decode_chroma(const in vec2 yz) {
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				    return (yz - chroma_min) / chroma_range - chroma_center;
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				}
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				vec3 decode_pixel(const in vec3 pixel) {
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				    vec3 color = (pixel - yuv_min) / yuv_range - yuv_center;
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				    float l = (color.x < 0.081) ? (color.x / 4.5) : pow((color.x + 0.099) / 1.099, 1.0 / 0.45);
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				    return vec3(l, color.yz);
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				    return vec3(decode_luminance(pixel.x), decode_chroma(pixel.yz));
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				}
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				vec3 encode_color(const in vec3 color) {
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				@ -107,10 +107,88 @@ vec3 encode_color(const in vec3 color) {
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				#else
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				#define decode_pixel(_pixel) _pixel
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				#define encode_color(_color) _color
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				#define decode_luminance(_x) (_x)
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				#define decode_chroma(_yz)   (_yz)
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				#define decode_pixel(_pixel) (_pixel)
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				#define encode_color(_color) (_color)
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				#endif // non_linear_decoding
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				#endif
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				// texture filtering
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				#ifdef texture_filtering
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				const vec2 half_pixel = vec2(0.5);
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				const vec2 corner_a = vec2(0.0, 0.0) + half_pixel;
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				const vec2 corner_b = vec2(1.0, 0.0) + half_pixel;
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				const vec2 corner_c = vec2(0.0, 1.0) + half_pixel;
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				const vec2 corner_d = vec2(1.0, 1.0) + half_pixel;
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				vec2 bilinear_params(const in vec2 coord, out vec2 a, out vec2 b, out vec2 c, out vec2 d) {
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				    vec2 i, f = modf(coord - half_pixel, i);
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				    a = i + corner_a;
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				    b = i + corner_b;
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				    c = i + corner_c;
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				    d = i + corner_d;
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				    return f;
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				}
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				vec3 texture_filter(const in vec2 y_coord) {
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				    vec2 a, b, c, d, f = bilinear_params(y_coord, a, b, c, d);
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				    float luminance = mix(
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				        mix(
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				            decode_luminance(texture2DRect(myTextureY, a).x),
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				            decode_luminance(texture2DRect(myTextureY, b).x),
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				            f.x),
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				        mix(
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				            decode_luminance(texture2DRect(myTextureY, c).x),
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				            decode_luminance(texture2DRect(myTextureY, d).x),
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				            f.x),
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				        f.y);
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				    f = bilinear_params(y_coord * 0.5, a, b, c, d);
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				    vec2 chroma = mix(
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				        mix(
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				            decode_chroma(vec2(texture2DRect(myTextureU, a).x, texture2DRect(myTextureV, a).x)),
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				            decode_chroma(vec2(texture2DRect(myTextureU, b).x, texture2DRect(myTextureV, b).x)),
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				            f.x),
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				        mix(
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				            decode_chroma(vec2(texture2DRect(myTextureU, c).x, texture2DRect(myTextureV, c).x)),
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				            decode_chroma(vec2(texture2DRect(myTextureU, d).x, texture2DRect(myTextureV, d).x)),
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				            f.x),
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				        f.y);
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				    return vec3(luminance, chroma);
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				}
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				#else
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				vec3 texture_filter(const in vec2 y_coord) {
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				    vec2 uv_coord = y_coord * 0.5;
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				    return decode_pixel(vec3(
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				        texture2DRect(myTextureY, y_coord).x,
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				        texture2DRect(myTextureU, uv_coord).x,
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				        texture2DRect(myTextureV, uv_coord).x));
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				}
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				#endif
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				vec3 texture_sample(const in vec2 equidistant) {
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				    vec2 rectilinear = texture_center + sensor_to_texture *
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				        equidistant_to_rectilinear((equidistant - texture_center) * texture_to_sensor);
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				#ifdef debug_borders
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				    if (rectilinear.x < 0.0 || rectilinear.y < 0.0 ||
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				        rectilinear.x > myResolution.x || rectilinear.y > myResolution.y) {
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				        return vec3(235.0 / 255.0, 240.0 / 255.0, 240.0 / 255.0);
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				    }
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				#endif
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				    return texture_filter(rectilinear);
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				}
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				// main
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				void main() {
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				    initialize();
 | 
			
		
		
	
	
		
			
				
					
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				@ -119,7 +197,7 @@ void main() {
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				    for (int y = 0; y < subsampling; y++) {
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				        for (int x = 0; x < subsampling; x++) {
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				            vec2 offset = subsampling_start + subsampling_step * vec2(x, y);
 | 
			
		
		
	
		
			
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				            color += decode_pixel(sample_texture(coord + offset));
 | 
			
		
		
	
		
			
				 | 
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				            color += texture_sample(coord + offset);
 | 
			
		
		
	
		
			
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				        }
 | 
			
		
		
	
		
			
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				 | 
			
			 | 
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				    }
 | 
			
		
		
	
		
			
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				 | 
			
			 | 
			 | 
			
				    gl_FragColor = vec4(encode_color(color * subsampling_scale), 1.0);
 | 
			
		
		
	
	
		
			
				
					
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