GPU: small xbr doc update
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@@ -35,7 +35,7 @@ public enum UIScalingMode
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LINEAR("Bilinear", 0),
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MITCHELL("Bicubic (Mitchell)", 1),
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CATMULL_ROM("Bicubic (Catmull-Rom)", 2),
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XBR("XBR (best at 2x & above)", 3);
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XBR("xBR (best at 2x & above)", 3);
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private final String name;
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private final int mode;
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@@ -104,6 +104,9 @@ float c_df(vec3 c1, vec3 c2)
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#include scale/xbr_lv2_common.glsl
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// xBR-level2 upscaler. Level 2 means it detects edges in 2 directions, instead of just 1 in the most basic form of the algorithm.
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// This improves quality by a good bit without adding too much complexity compared to available level-3 and level-4 algorithms.
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vec4 textureXBR(sampler2D image, vec2 texCoord, XBRTable t, float scale)
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{
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vec4 delta = vec4(1.0/scale, 1.0/scale, 1.0/scale, 1.0/scale);
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