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chore: remove 399 bios/ files now sourced from buildbot
Files verified by MD5 to be identical to their buildbot-fetched copies in data/. resolve_local_file data directory fallback ensures they remain resolvable for verify and pack generation.
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@@ -1,36 +0,0 @@
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// Natural Vision Shader, modified to use in PPSSPP.
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// by ShadX (Modded by SimoneT)
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// http://forums.ngemu.com/showthread.php?t=76098
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_texcoord0;
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const mat3 RGBtoYIQ = mat3(0.299, 0.596, 0.212,
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0.587,-0.275,-0.523,
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0.114,-0.321, 0.311);
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const mat3 YIQtoRGB = mat3(1.0, 1.0, 1.0,
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0.95568806036115671171,-0.27158179694405859326,-1.1081773266826619523,
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0.61985809445637075388,-0.64687381613840131330, 1.7050645599191817149);
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const vec3 val00 = vec3( 1.2, 1.2, 1.2);
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void main()
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{
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vec3 c0,c1;
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c0 = texture2D(sampler0,v_texcoord0).xyz;
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c1=RGBtoYIQ*c0;
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c1=vec3(pow(c1.x,val00.x),c1.yz*val00.yz);
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gl_FragColor.rgb=YIQtoRGB*c1;
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gl_FragColor.a = 1.0;
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}
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@@ -1,76 +0,0 @@
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// Bicubic upscaling shader.
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// Implements Mitchell-Netravali class filters (aka BC-splines), see:
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// https://en.wikipedia.org/wiki/Mitchell%E2%80%93Netravali_filters .
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D sampler0;
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varying vec2 v_position;
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uniform vec2 u_texelDelta;
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uniform vec2 u_pixelDelta;
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uniform vec4 u_setting;
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// Shader parameters (somewhat poorly named):
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// u_setting.x - Sharpness
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// u_setting.y - Anisotropy
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// from which filter coefficients are computed as
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// B = 1 - Sharpness + 0.5*Anisotropy
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// C = 0.5 * Sharpness + Anisotropy
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// Note: some popular filters are
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// B-spline - B=1, C=0 <=> Sharpness=0, Anisotropy=0
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// 'The' Mitchell-Netravali - B=C=1/3 <=> Sharpness=2/3, Anisotropy=0
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// Catmull-Rom - B=0, C=1/2 <=> Sharpness=1, Anisotropy=0
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const vec2 HALF_PIXEL = vec2(0.5, 0.5);
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vec3 rgb(int inputX, int inputY) {
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return texture2D(sampler0, (vec2(inputX, inputY) + HALF_PIXEL) * u_texelDelta).xyz;
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}
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vec4 getWeights(mat4 W, float t) {
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return W * vec4(1.0, t, t*t, t*t*t);
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}
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vec3 filterX(ivec2 inputPosFloor, int dy, vec4 w) {
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return
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w.x * rgb(inputPosFloor.x - 1, inputPosFloor.y + dy) +
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w.y * rgb(inputPosFloor.x , inputPosFloor.y + dy) +
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w.z * rgb(inputPosFloor.x + 1, inputPosFloor.y + dy) +
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w.w * rgb(inputPosFloor.x + 2, inputPosFloor.y + dy);
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}
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vec4 filterBC(vec2 outputPos, float B, float C) {
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vec2 inputPos = outputPos / u_texelDelta - HALF_PIXEL;
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ivec2 inputPosFloor = ivec2(inputPos);
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float x = inputPos.x - float(inputPosFloor.x);
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float y = inputPos.y - float(inputPosFloor.y);
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const float r6 = 0.166666666, r3 = 0.333333333; // Precomputed 1/6 and 1/3.
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// Matrix for computing weights.
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// NOTE: column-major.
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mat4 W = mat4(
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B*r6 , 1.0-B*r3 , B*r6 , 0.0 ,
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-C-0.5*B , 0.0 , C+0.5*B , 0.0 ,
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2.0*C+0.5*B, C+2.0*B-3.0 , -2.0*C-2.5*B+3.0, -C ,
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-C-B*r6 , -C-1.5*B+2.0, C+1.5*B-2.0 , C+B*r6);
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vec4 Wx = getWeights(W, x);
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vec4 Wy = getWeights(W, y);
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vec3 ret =
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Wy.x * filterX(inputPosFloor, -1, Wx) +
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Wy.y * filterX(inputPosFloor, 0, Wx) +
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Wy.z * filterX(inputPosFloor, +1, Wx) +
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Wy.w * filterX(inputPosFloor, +2, Wx);
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return vec4(ret, 1.0);
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}
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void main() {
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gl_FragColor.rgba = filterBC(
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v_position,
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dot(u_setting.xy, vec2(-1.0, 0.5)) + 1.0,
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dot(u_setting.xy, vec2(0.5, +1.0)));
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}
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@@ -1,11 +0,0 @@
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attribute vec4 a_position;
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attribute vec2 a_texcoord0;
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varying vec2 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_texcoord0;
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}
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