📄 neighborforcecalc.nvp
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#include "PixelConstants.h"
; Declare pixel shader version
ps.1.1
; t0 = center
; t1, t2 = 1st axis left to right so force ==
; t1 - t0 + t2 - t0
; t3 = one point of other axis
def c7, 0.5, 0.5, 0.5, 1.0
; get colors from all 4 texture stages
; t0 = center texel
; t1 = 1st neighbor
; t2 = 2nd neighbor
; t3 = 3rd neighbor
tex t0
tex t1
tex t2
tex t3
sub r0, t1, t0
sub r1, t2, t0
; 'force' for 1st axis
add r0, r0, r1
; one more point for 2nd axis
sub r1, t3, t0
add r0, r0, r1
; Now force to restore center texel to 0.5
sub r1, c7, t0
mad r0, r1, c[PCN_EQ_REST_FAC], r0
; shift up to center about 0.5
add r0, r0, c[PCN_ADDHALF]
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