okay maybe not
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#version 150
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#ifdef GL_ES
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precision highp int;
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precision highp float;
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#endif
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// Input texture
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uniform sampler2D ove_maintex;
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// Input texture coordinate
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in vec2 ove_texcoord;
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// Output color
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out vec4 fragColor;
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void main() {
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vec2 using_texcoord = ove_texcoord;
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vec4 color = texture(ove_maintex, ove_texcoord);
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fragColor = color;
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}
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@@ -0,0 +1,18 @@
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#version 150
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#ifdef GL_ES
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precision highp int;
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precision highp float;
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#endif
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uniform mat4 ove_mvpmat;
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in vec4 a_position;
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in vec2 a_texcoord;
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out vec2 ove_texcoord;
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void main() {
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gl_Position = ove_mvpmat * a_position;
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ove_texcoord = a_texcoord;
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}
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@@ -0,0 +1,26 @@
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#version 150
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#ifdef GL_ES
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precision highp int;
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precision highp float;
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#endif
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uniform sampler2D ove_maintex;
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uniform vec2 ove_resolution;
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in vec2 ove_texcoord;
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out vec4 fragColor;
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void main() {
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vec2 using_texcoord = ove_texcoord;
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// A very basic deinterlace that halves the vertical
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// resolution and linearly interpolates the two fields
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// by reading the texture coord between them.
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float half_vert = round(ove_resolution.y / 2.0);
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using_texcoord.y = (round(using_texcoord.y * half_vert) + 0.25) / half_vert;
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vec4 color = %1(texture(ove_maintex, using_texcoord));
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fragColor = color;
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}
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