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Apparent issue with the XBR shaders #164

@mijofr

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@mijofr

I've been working on some of my own stuff using XBR shaders and have been using the libretro implementation as reference, and I've noticed what seems to be a common issue across the XBR implementations:

Take a look at the reference image:
contra

And then upscaled in XBR-2x-noblend

vWb9vKP

If you look at the edges of the balls, there seems to be a lot of small sharp edges poking out around the corners. The same issue is visible in my personal rendering of the shader code, which lets me go in closer:

hkgRgcy

These spikes happen in all of the XBR shaders, but I've run a few tests on the reference using other XBR implementations and libraries around and the circles are rendered more like you'd expect:

image

Is it possible there's a common math issue across this repo's glsl implementations?

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