Post subject: Bizhawk crash when attempting custom shader
Hoover1979
He/Him
Joined: 3/20/2017
Posts: 3
Location: Australia
I found a shader pack on github with .CGP format, but when I selct one of them as a user shader the whole program stops responding and never recovers, after a while the window goes white and it crashes. I really want to get 6xBRz filtering going. This is the github page if a dev wants to test the shaders https://github.com/libretro/common-shaders Specs: Windows 7 Professional 64bit, on 120Gb Kingston HyperX Fury SSD. Corsair HX850i Platinum Grade 850w PSU ASUS Z97-k Mobo. Intel Core i7-4790k CPU @4.0-4.4Ghz. Noctua NH-L12 Air CPU Cooler. 32Gb Corsair Vengeance Pro 2400 DDR3 RAM (Downclocked to 1866Mhz for system stability). ASUS VG278 27" 120Hz Monitor with Nvidia 3D Vision 2(tm) Gigabyte Xtreme Gaming GTX1080 WaterForce PCIe Video Card. over 15Tb of storege (4x Internal HDD + 2x External HDD) Targus Bluetooth 4.0 adapter. Logitech K260 Wireless Keyboard. Microsoft Designer Bluetooth Mouse. ASUS PCE-AC68U PCIe Wifi Card paired with ASUS RT-AC68U Router on 5Ghz Wifi band Creative Labs Sound Blaster Zx PCIe Sound Card Logitech Z906 TXH 5.1 Surround Speakers. LG Super-Multi Blue 4x Blu-Ray player/DVD Burner/CD Burner Fractal Design XL-R2 Full Tower Case (Pearl Black)
Post subject: 4xbrz Working Here
Zanixjam
He/Him
Joined: 3/27/2017
Posts: 1
Hoover, I am using a 4xbrz (1 pass) shader. You are correct it does take a minute or two to respond when selecting this shader from the dialog box, but eventually it responds for me. It also takes more than a minute to open EmuHawk when this shader is selected. Maybe I am doing something wrong or maybe it just takes that long to "compile" these shaders. I understand that multi-pass can provide better results, but I could not get one to work. 4xbrz.cpg
shaders = 1
shader0 = 4xbrz.cg
scale0 = 4
4xbrz.cg
/* COMPATIBILITY
   - HLSL compilers
   - Cg compilers
*/

	// 4xBRZ shader - Copyright (C) 2014-2016 DeSmuME team
	//
	// This file is free software: you can redistribute it and/or modify
	// it under the terms of the GNU General Public License as published by
	// the Free Software Foundation, either version 2 of the License, or
	// (at your option) any later version.
	//
	// This file is distributed in the hope that it will be useful,
	// but WITHOUT ANY WARRANTY; without even the implied warranty of
	// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
	// GNU General Public License for more details.
	//
	// You should have received a copy of the GNU General Public License
	// along with the this software.  If not, see <http>.


/*
   Hyllian's xBR-vertex code and texel mapping
   
   Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is 
   furnished to do so, subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.

*/ 
	
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6


struct input
{
float2 video_size;
float2 texture_size;
float2 output_size;
};


struct out_vertex {
float4 position : POSITION;
float4 color : COLOR;
float2 texCoord : TEXCOORD0;
float4 t1       : TEXCOORD1;
float4 t2       : TEXCOORD2;
float4 t3       : TEXCOORD3;
float4 t4       : TEXCOORD4;
float4 t5       : TEXCOORD5;
float4 t6       : TEXCOORD6;
float4 t7       : TEXCOORD7;
};

/* VERTEX_SHADER */
out_vertex main_vertex
(
float4 position : POSITION,
float4 color : COLOR,
float2 texCoord1 : TEXCOORD0,

    uniform float4x4 modelViewProj,
uniform input IN
)
{
out_vertex OUT;

OUT.position = mul(modelViewProj, position);
OUT.color = color;

float2 ps = float2(1.0/IN.texture_size.x, 1.0/IN.texture_size.y);
float dx = ps.x;
float dy = ps.y;

  //  A1 B1 C1
// A0 A  B  C C4
// D0 D  E  F F4
// G0 G  H  I I4
  //  G5 H5 I5

	// This line fix a bug in ATI cards.
	float2 texCoord = texCoord1 + float2(0.0000001, 0.0000001);

OUT.texCoord = texCoord;
OUT.t1 = texCoord.xxxy + float4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
OUT.t2 = texCoord.xxxy + float4( -dx, 0, dx, -dy); // A B C
OUT.t3 = texCoord.xxxy + float4( -dx, 0, dx, 0); // D E F
OUT.t4 = texCoord.xxxy + float4( -dx, 0, dx, dy); // G H I
OUT.t5 = texCoord.xxxy + float4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
OUT.t6 = texCoord.xyyy + float4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
OUT.t7 = texCoord.xyyy + float4( 2.0*dx,-dy, 0, dy); // C4 F4 I4

return OUT;
}

	float reduce(const float3 color)
	{
		return dot(color, float3(65536.0, 256.0, 1.0));
	}
	
	float DistYCbCr(const float3 pixA, const float3 pixB)
	{
		const float3 w = float3(0.2627, 0.6780, 0.0593);
		const float scaleB = 0.5 / (1.0 - w.b);
		const float scaleR = 0.5 / (1.0 - w.r);
		float3 diff = pixA - pixB;
		float Y = dot(diff, w);
		float Cb = scaleB * (diff.b - Y);
		float Cr = scaleR * (diff.r - Y);
		
		return sqrt( ((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr) );
	}
	
	bool IsPixEqual(const float3 pixA, const float3 pixB)
	{
		return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
	}
	
	bool IsBlendingNeeded(const int4 blend)
	{
		return any(notEqual(blend, int4(BLEND_NONE)));
	}
	
	//---------------------------------------
	// Input Pixel Mapping:  --|21|22|23|--
	//                       19|06|07|08|09
	//                       18|05|00|01|10
	//                       17|04|03|02|11
	//                       --|15|14|13|--
	//
	// Output Pixel Mapping:  06|07|08|09
	//                        05|00|01|10
	//                        04|03|02|11
	//                        15|14|13|12


/* FRAGMENT SHADER */
float4 main_fragment(in out_vertex VAR, uniform sampler2D decal : TEXUNIT0, uniform input IN) : COLOR
{

float2 f = frac(VAR.texCoord*IN.texture_size);

	//---------------------------------------
	// Input Pixel Mapping:  20|21|22|23|24
	//                       19|06|07|08|09
	//                       18|05|00|01|10
	//                       17|04|03|02|11
	//                       16|15|14|13|12
  
	float3 src[25];
  
	src[21] = tex2D(decal, VAR.t1.xw).rgb;
	src[22] = tex2D(decal, VAR.t1.yw).rgb;
	src[23] = tex2D(decal, VAR.t1.zw).rgb;
	src[ 6] = tex2D(decal, VAR.t2.xw).rgb;
	src[ 7] = tex2D(decal, VAR.t2.yw).rgb;
	src[ 8] = tex2D(decal, VAR.t2.zw).rgb;
	src[ 5] = tex2D(decal, VAR.t3.xw).rgb;
	src[ 0] = tex2D(decal, VAR.t3.yw).rgb;
	src[ 1] = tex2D(decal, VAR.t3.zw).rgb;
	src[ 4] = tex2D(decal, VAR.t4.xw).rgb;
	src[ 3] = tex2D(decal, VAR.t4.yw).rgb;
	src[ 2] = tex2D(decal, VAR.t4.zw).rgb;
	src[15] = tex2D(decal, VAR.t5.xw).rgb;
	src[14] = tex2D(decal, VAR.t5.yw).rgb;
	src[13] = tex2D(decal, VAR.t5.zw).rgb;
	src[19] = tex2D(decal, VAR.t6.xy).rgb;
	src[18] = tex2D(decal, VAR.t6.xz).rgb;
	src[17] = tex2D(decal, VAR.t6.xw).rgb;
	src[ 9] = tex2D(decal, VAR.t7.xy).rgb;
	src[10] = tex2D(decal, VAR.t7.xz).rgb;
	src[11] = tex2D(decal, VAR.t7.xw).rgb;

		float v[9];
		v[0] = reduce(src[0]);
		v[1] = reduce(src[1]);
		v[2] = reduce(src[2]);
		v[3] = reduce(src[3]);
		v[4] = reduce(src[4]);
		v[5] = reduce(src[5]);
		v[6] = reduce(src[6]);
		v[7] = reduce(src[7]);
		v[8] = reduce(src[8]);
		
		ivec4 blendResult = int4(BLEND_NONE);
		
		// Preprocess corners
		// Pixel Tap Mapping: --|--|--|--|--
		//                    --|--|07|08|--
		//                    --|05|00|01|10
		//                    --|04|03|02|11
		//                    --|--|14|13|--
		
		// Corner (1, 1)
		if ( !((v[0] == v[1] && v[3] == v[2]) || (v[0] == v[3] && v[1] == v[2])) )
		{
			float dist_03_01 = DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + 

DistYCbCr(src[14], src[ 2]) + DistYCbCr(src[ 2], src[10]) + (4.0 * DistYCbCr(src[ 3], src[ 1]));
			float dist_00_02 = DistYCbCr(src[ 5], src[ 3]) + DistYCbCr(src[ 3], src[13]) + 

DistYCbCr(src[ 7], src[ 1]) + DistYCbCr(src[ 1], src[11]) + (4.0 * DistYCbCr(src[ 0], src[ 2]));
			bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_03_01) < dist_00_02;
			blendResult[2] = ((dist_03_01 < dist_00_02) && (v[0] != v[1]) && (v[0] != v[3])) ? 

((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
		}
		
		
		// Pixel Tap Mapping: --|--|--|--|--
		//                    --|06|07|--|--
		//                    18|05|00|01|--
		//                    17|04|03|02|--
		//                    --|15|14|--|--
		// Corner (0, 1)
		if ( !((v[5] == v[0] && v[4] == v[3]) || (v[5] == v[4] && v[0] == v[3])) )
		{
			float dist_04_00 = DistYCbCr(src[17], src[ 5]) + DistYCbCr(src[ 5], src[ 7]) + 

DistYCbCr(src[15], src[ 3]) + DistYCbCr(src[ 3], src[ 1]) + (4.0 * DistYCbCr(src[ 4], src[ 0]));
			float dist_05_03 = DistYCbCr(src[18], src[ 4]) + DistYCbCr(src[ 4], src[14]) + 

DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + (4.0 * DistYCbCr(src[ 5], src[ 3]));
			bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_03) <dist_04_00> dist_05_03) && (v[0] != v[5]) && (v[0] != v[3])) ? 

((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
		}
		
		// Pixel Tap Mapping: --|--|22|23|--
		//                    --|06|07|08|09
		//                    --|05|00|01|10
		//                    --|--|03|02|--
		//                    --|--|--|--|--
		// Corner (1, 0)
		if ( !((v[7] == v[8] && v[0] == v[1]) || (v[7] == v[0] && v[8] == v[1])) )
		{
			float dist_00_08 = DistYCbCr(src[ 5], src[ 7]) + DistYCbCr(src[ 7], src[23]) + 

DistYCbCr(src[ 3], src[ 1]) + DistYCbCr(src[ 1], src[ 9]) + (4.0 * DistYCbCr(src[ 0], src[ 8]));
			float dist_07_01 = DistYCbCr(src[ 6], src[ 0]) + DistYCbCr(src[ 0], src[ 2]) + 

DistYCbCr(src[22], src[ 8]) + DistYCbCr(src[ 8], src[10]) + (4.0 * DistYCbCr(src[ 7], src[ 1]));
			bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_07_01) <dist_00_08> dist_07_01) && (v[0] != v[7]) && (v[0] != v[1])) ? 

((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
		}
		
		// Pixel Tap Mapping: --|21|22|--|--
		//                    19|06|07|08|--
		//                    18|05|00|01|--
		//                    --|04|03|--|--
		//                    --|--|--|--|--
		// Corner (0, 0)
		if ( !((v[6] == v[7] && v[5] == v[0]) || (v[6] == v[5] && v[7] == v[0])) )
		{
			float dist_05_07 = DistYCbCr(src[18], src[ 6]) + DistYCbCr(src[ 6], src[22]) + 

DistYCbCr(src[ 4], src[ 0]) + DistYCbCr(src[ 0], src[ 8]) + (4.0 * DistYCbCr(src[ 5], src[ 7]));
			float dist_06_00 = DistYCbCr(src[19], src[ 5]) + DistYCbCr(src[ 5], src[ 3]) + 

DistYCbCr(src[21], src[ 7]) + DistYCbCr(src[ 7], src[ 1]) + (4.0 * DistYCbCr(src[ 6], src[ 0]));
			bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_05_07) < dist_06_00;
			blendResult[0] = ((dist_05_07 < dist_06_00) && (v[0] != v[5]) && (v[0] != v[7])) ? 

((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
		}
		
		vec3 dst[16];
		dst[ 0] = src[0];
		dst[ 1] = src[0];
		dst[ 2] = src[0];
		dst[ 3] = src[0];
		dst[ 4] = src[0];
		dst[ 5] = src[0];
		dst[ 6] = src[0];
		dst[ 7] = src[0];
		dst[ 8] = src[0];
		dst[ 9] = src[0];
		dst[10] = src[0];
		dst[11] = src[0];
		dst[12] = src[0];
		dst[13] = src[0];
		dst[14] = src[0];
		dst[15] = src[0];
		
		// Scale pixel
		if (IsBlendingNeeded(blendResult))
		{
			float dist_01_04 = DistYCbCr(src[1], src[4]);
			float dist_03_08 = DistYCbCr(src[3], src[8]);
			bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] 

!= v[4]) && (v[5] != v[4]);
			bool haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <dist_01_04>= BLEND_DOMINANT ||
							   !((blendResult[1] != BLEND_NONE && !IsPixEqual(src

[0], src[4])) ||
								 (blendResult[3] != BLEND_NONE && !IsPixEqual

(src[0], src[8])) ||
								 (IsPixEqual(src[4], src[3]) && IsPixEqual

(src[3], src[2]) && IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src[8]) && !IsPixEqual(src[0], src[2])) ) 

);
			
			vec3 blendPix = ( DistYCbCr(src[0], src[1]) <= DistYCbCr(src[0], src[3]) ) ? src[1] : 

src[3];
			dst[ 2] = mix(dst[ 2], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? 

((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
			dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 

0.00);
			dst[10] = mix(dst[10], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 

0.00);
			dst[11] = mix(dst[11], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 

1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[12] = mix(dst[12], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 

0.00);
			dst[13] = mix(dst[13], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 

1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[14] = mix(dst[14], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 

: 0.00);
			dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 

: 0.00);
			
			
			dist_01_04 = DistYCbCr(src[7], src[2]);
			dist_03_08 = DistYCbCr(src[1], src[6]);
			haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != 

v[2]) && (v[3] != v[2]);
			haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <dist_01_04>= BLEND_DOMINANT ||
						  !((blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], src

[2])) ||
							(blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], 

src[6])) ||
							(IsPixEqual(src[2], src[1]) && IsPixEqual(src[1], src

[8]) && IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src[6]) && !IsPixEqual(src[0], src[8])) ) );
			
			blendPix = ( DistYCbCr(src[0], src[7]) <= DistYCbCr(src[0], src[1]) ) ? src[7] : src

[1];
			dst[ 1] = mix(dst[ 1], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? 

((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
			dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 

0.00);
			dst[ 7] = mix(dst[ 7], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 

0.00);
			dst[ 8] = mix(dst[ 8], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 

1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[ 9] = mix(dst[ 9], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 

0.00);
			dst[10] = mix(dst[10], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 

1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[11] = mix(dst[11], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 

: 0.00);
			dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 

: 0.00);
			
			
			dist_01_04 = DistYCbCr(src[5], src[8]);
			dist_03_08 = DistYCbCr(src[7], src[4]);
			haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != 

v[8]) && (v[1] != v[8]);
			haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <dist_01_04>= BLEND_DOMINANT ||
						  !((blendResult[3] != BLEND_NONE && !IsPixEqual(src[0], src

[8])) ||
							(blendResult[1] != BLEND_NONE && !IsPixEqual(src[0], 

src[4])) ||
							(IsPixEqual(src[8], src[7]) && IsPixEqual(src[7], src

[6]) && IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src[4]) && !IsPixEqual(src[0], src[6])) ) );
			
			blendPix = ( DistYCbCr(src[0], src[5]) <= DistYCbCr(src[0], src[7]) ) ? src[5] : src

[7];
			dst[ 0] = mix(dst[ 0], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? 

((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
			dst[15] = mix(dst[15], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 

0.00);
			dst[ 4] = mix(dst[ 4], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 

0.00);
			dst[ 5] = mix(dst[ 5], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 

1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[ 6] = mix(dst[ 6], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 

0.00);
			dst[ 7] = mix(dst[ 7], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 

1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[ 8] = mix(dst[ 8], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 

: 0.00);
			dst[ 9] = mix(dst[ 9], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 

: 0.00);
			
			
			dist_01_04 = DistYCbCr(src[3], src[6]);
			dist_03_08 = DistYCbCr(src[5], src[2]);
			haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_01_04 <= dist_03_08) && (v[0] != 

v[6]) && (v[7] != v[6]);
			haveSteepLine   = (STEEP_DIRECTION_THRESHOLD * dist_03_08 <dist_01_04>= BLEND_DOMINANT ||
						  !((blendResult[2] != BLEND_NONE && !IsPixEqual(src[0], src

[6])) ||
							(blendResult[0] != BLEND_NONE && !IsPixEqual(src[0], 

src[2])) ||
							(IsPixEqual(src[6], src[5]) && IsPixEqual(src[5], src

[4]) && IsPixEqual(src[4], src[3]) && IsPixEqual(src[3], src[2]) && !IsPixEqual(src[0], src[4])) ) );
			
			blendPix = ( DistYCbCr(src[0], src[3]) <= DistYCbCr(src[0], src[5]) ) ? src[3] : src

[5];
			dst[ 3] = mix(dst[ 3], blendPix, (needBlend && doLineBlend) ? ((haveShallowLine) ? 

((haveSteepLine) ? 1.0/3.0 : 0.25) : ((haveSteepLine) ? 0.25 : 0.00)) : 0.00);
			dst[12] = mix(dst[12], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.25 : 

0.00);
			dst[13] = mix(dst[13], blendPix, (needBlend && doLineBlend && haveSteepLine) ? 0.75 : 

0.00);
			dst[14] = mix(dst[14], blendPix, (needBlend) ? ((doLineBlend) ? ((haveSteepLine) ? 

1.00 : ((haveShallowLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[15] = mix(dst[15], blendPix, (needBlend) ? ((doLineBlend) ? 1.00 : 0.6848532563) : 

0.00);
			dst[ 4] = mix(dst[ 4], blendPix, (needBlend) ? ((doLineBlend) ? ((haveShallowLine) ? 

1.00 : ((haveSteepLine) ? 0.75 : 0.50)) : 0.08677704501) : 0.00);
			dst[ 5] = mix(dst[ 5], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.75 

: 0.00);
			dst[ 6] = mix(dst[ 6], blendPix, (needBlend && doLineBlend && haveShallowLine) ? 0.25 

: 0.00);
		}
		
		float3 res = mix( mix( mix( mix(dst[ 6], dst[ 7], step(0.25, f.x)), mix(dst[ 8], dst[ 9], 

step(0.75, f.x)), step(0.50, f.x)),
		                             mix( mix(dst[ 5], dst[ 0], step(0.25, f.x)), mix(dst[ 1], dst

[10], step(0.75, f.x)), step(0.50, f.x)), step(0.25, f.y)),
		                        mix( mix( mix(dst[ 4], dst[ 3], step(0.25, f.x)), mix(dst[ 2], dst

[11], step(0.75, f.x)), step(0.50, f.x)),
		                             mix( mix(dst[15], dst[14], step(0.25, f.x)), mix(dst[13], dst

[12], step(0.75, f.x)), step(0.50, f.x)), step(0.75, f.y)),
		                                                                                               

                                     step(0.50, f.y));


		return float4(res, 1.0);
}
Zanix Operating System: Windows 7 Enterprise x64 Manufacturer: Corsair Carbide Series 330R Case/ASUS Maximus VI HERO Processor: Intel i4770k @ 4.2 GHz / CORSAIR Hydro Series H105 Water Cooler Memory: 16 GB DDR3 1866 MHz Corsair Dominator Platinum Hard Drive: 1 TB Samsung 850 Evo SSD Video Card: EVGA Geforce GTX 1080 SC Monitor: Asus Pg279q 27" IPS 1440p 144 Hz Sound Card: Onboard Realtek 1150 Codec Speakers/Headset: Klipsch Image One Headphones Keyboard: Razer BlackWidow Ultimate Stealth Mouse: Razer DeathAdder 3.5G @ 900 DPI