Recent content by FSO

  1. F

    scale2x / scale3x shaders

    I don't know much about shaders but if branching is a problem you may consider something like this: vec4 tmp1 = p.x < 0.5 ? D : F; vec4 tmp2 = p.y < 0.5 ? H : B; vec4 tmp3 = D == F || H == B ? E : tmp1; gl_FragColor = tmp1 == tmp2 ? tmp3 : E; It should be equivalent. Any compiler...
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