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https://github.com/italicsjenga/slang-shaders.git
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356 lines
9.2 KiB
Plaintext
356 lines
9.2 KiB
Plaintext
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#version 450
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/*
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CRT Advanced Afterglow, color altering
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Copyright (C) 2019-2021 guest(r) and Dr. Venom
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float TNTC;
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float LS;
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float LUTLOW, LUTBR;
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float CP, CS;
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float WP;
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float wp_saturation;
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float AS, sat;
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float BP;
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float vigstr;
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float vigdef;
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float sega_fix;
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float pre_bb;
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} params;
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#pragma parameter AS " Afterglow Strength" 0.20 0.0 0.60 0.01
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#define AS params.AS
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#pragma parameter sat " Afterglow saturation" 0.20 0.0 1.0 0.01
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#define sat params.sat
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#pragma parameter bogus_color "[ COLOR TWEAKS ]:" 0.0 0.0 1.0 1.0
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#pragma parameter CS " Display Gamut: sRGB, Modern, DCI, Adobe, Rec.2020" 0.0 0.0 4.0 1.0
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#pragma parameter CP " CRT Profile: EBU | P22 | SMPTE-C | Philips | Trin." 0.0 -1.0 5.0 1.0
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#define CP params.CP
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#define CS params.CS
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#pragma parameter TNTC " LUT Colors: Trin. | invTrin. | Nec Mult. | NTSC" 0.0 0.0 4.0 1.0
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#define TNTC params.TNTC
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#pragma parameter LS " LUT Size" 32.0 32.0 64.0 32.0
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#define LS params.LS
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#define LUTLOW 5.0 // "Fix LUT Dark - Range" from 0.0 to 50.0 - RGB singletons
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#define LUTBR 1.0 // "Fix LUT Brightness" from 0.0 to 1.0
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#pragma parameter WP " Color Temperature %" 0.0 -100.0 100.0 5.0
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#pragma parameter wp_saturation " Saturation Adjustment" 1.0 0.0 2.0 0.05
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#pragma parameter pre_bb " Brightness Adjustment" 1.0 0.0 2.0 0.01
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#pragma parameter sega_fix " Sega Brightness Fix" 0.0 0.0 1.0 1.0
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#pragma parameter BP " Raise Black Level" 0.0 0.0 25.0 1.0
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#pragma parameter vigstr " Vignette Strength" 0.0 0.0 2.0 0.025
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#pragma parameter vigdef " Vignette Definition" 7.0 0.4 15.0 0.2
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#define WP params.WP
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#define wp_saturation params.wp_saturation
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#define BP params.BP
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D StockPass;
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layout(set = 0, binding = 3) uniform sampler2D AfterglowPass;
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layout(set = 0, binding = 4) uniform sampler2D SamplerLUT1;
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layout(set = 0, binding = 5) uniform sampler2D SamplerLUT2;
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layout(set = 0, binding = 6) uniform sampler2D SamplerLUT3;
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layout(set = 0, binding = 7) uniform sampler2D SamplerLUT4;
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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// Color profile matrices
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const mat3 Profile0 =
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mat3(
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0.412391, 0.212639, 0.019331,
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0.357584, 0.715169, 0.119195,
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0.180481, 0.072192, 0.950532
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);
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const mat3 Profile1 =
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mat3(
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0.430554, 0.222004, 0.020182,
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0.341550, 0.706655, 0.129553,
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0.178352, 0.071341, 0.939322
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);
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const mat3 Profile2 =
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mat3(
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0.396686, 0.210299, 0.006131,
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0.372504, 0.713766, 0.115356,
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0.181266, 0.075936, 0.967571
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);
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const mat3 Profile3 =
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mat3(
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0.393521, 0.212376, 0.018739,
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0.365258, 0.701060, 0.111934,
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0.191677, 0.086564, 0.958385
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);
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const mat3 Profile4 =
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mat3(
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0.392258, 0.209410, 0.016061,
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0.351135, 0.725680, 0.093636,
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0.166603, 0.064910, 0.850324
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);
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const mat3 Profile5 =
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mat3(
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0.377923, 0.195679, 0.010514,
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0.317366, 0.722319, 0.097826,
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0.207738, 0.082002, 1.076960
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);
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const mat3 ToSRGB =
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mat3(
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3.240970, -0.969244, 0.055630,
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-1.537383, 1.875968, -0.203977,
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-0.498611, 0.041555, 1.056972
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);
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const mat3 ToModern =
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mat3(
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2.791723, -0.894766, 0.041678,
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-1.173165, 1.815586, -0.130886,
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-0.440973, 0.032000, 1.002034
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);
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const mat3 ToDCI =
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mat3(
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2.493497, -0.829489, 0.035846,
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-0.931384, 1.762664, -0.076172,
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-0.402711, 0.023625, 0.956885
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);
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const mat3 ToAdobe =
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mat3(
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2.041588, -0.969244, 0.013444,
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-0.565007, 1.875968, -0.11836,
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-0.344731, 0.041555, 1.015175
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);
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const mat3 ToREC =
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mat3(
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1.716651, -0.666684, 0.017640,
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-0.355671, 1.616481, -0.042771,
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-0.253366, 0.015769, 0.942103
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);
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// Color temperature matrices
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const mat3 D65_to_D55 = mat3 (
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0.4850339153, 0.2500956126, 0.0227359648,
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0.3488957224, 0.6977914447, 0.1162985741,
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0.1302823568, 0.0521129427, 0.6861537456);
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const mat3 D65_to_D93 = mat3 (
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0.3683017655, 0.1899055978, 0.0172641453,
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0.3555467892, 0.7110935785, 0.1185155964,
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0.2475020592, 0.0990008237, 1.3035108450);
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vec3 fix_lut(vec3 lutcolor, vec3 ref)
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{
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float r = length(ref);
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float l = length(lutcolor);
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float m = max(max(ref.r,ref.g),ref.b);
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ref = normalize(lutcolor + 0.0000001) * mix(r, l, pow(m,1.25));
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return mix(lutcolor, ref, LUTBR);
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}
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vec2 ctransform (vec2 inputc)
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{
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return vec2( inputc.x * sqrt(1.0 - 0.5*inputc.y*inputc.y), inputc.y * sqrt(1.0 - 0.5*inputc.x*inputc.x));
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}
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float vignette (vec2 coords)
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{
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vec2 ccoords = ctransform(2.0*(coords-0.5));
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ccoords = ccoords * ccoords;
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float vstr = sqrt(ccoords.x+ccoords.y);
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vstr = pow(vstr, params.vigdef);
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return max(mix(1.0, 1.0-vstr, params.vigstr), 0.0);
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}
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void main()
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{
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vec4 imgColor = COMPAT_TEXTURE(StockPass, vTexCoord.xy);
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vec4 aftglow = COMPAT_TEXTURE(AfterglowPass, vTexCoord.xy);
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float w = 1.0-aftglow.w;
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float l = length(aftglow.rgb);
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aftglow.rgb = AS*w*normalize(pow(aftglow.rgb + 0.01, vec3(sat)))*l;
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float bp = w * BP/255.0;
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imgColor.rgb = imgColor.rgb * params.pre_bb;
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if (params.sega_fix > 0.5) imgColor.rgb = imgColor.rgb * (255.0 / 239.0);
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imgColor.rgb = min(imgColor.rgb, 1.0);
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vec3 color = imgColor.rgb;
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if (int(TNTC) == 0)
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{
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color.rgb = imgColor.rgb;
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}
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else
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{
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float lutlow = LUTLOW/255.0; float invLS = 1.0/LS;
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vec3 lut_ref = imgColor.rgb + lutlow*(1.0 - pow(imgColor.rgb, 0.333.xxx));
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float lutb = lut_ref.b * (1.0-0.5*invLS);
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lut_ref.rg = lut_ref.rg * (1.0-invLS) + 0.5*invLS;
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float tile1 = ceil (lutb * (LS-1.0));
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float tile0 = max(tile1 - 1.0, 0.0);
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float f = fract(lutb * (LS-1.0)); if (f == 0.0) f = 1.0;
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vec2 coord0 = vec2(tile0 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
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vec2 coord1 = vec2(tile1 + lut_ref.r, lut_ref.g)*vec2(invLS, 1.0);
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vec4 color1, color2, res;
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if (int(TNTC) == 1)
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{
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color1 = COMPAT_TEXTURE(SamplerLUT1, coord0);
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color2 = COMPAT_TEXTURE(SamplerLUT1, coord1);
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res = mix(color1, color2, f);
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}
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else if (int(TNTC) == 2)
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{
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color1 = COMPAT_TEXTURE(SamplerLUT2, coord0);
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color2 = COMPAT_TEXTURE(SamplerLUT2, coord1);
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res = mix(color1, color2, f);
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}
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else if (int(TNTC) == 3)
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{
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color1 = COMPAT_TEXTURE(SamplerLUT3, coord0);
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color2 = COMPAT_TEXTURE(SamplerLUT3, coord1);
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res = mix(color1, color2, f);
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}
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else if (int(TNTC) == 4)
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{
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color1 = COMPAT_TEXTURE(SamplerLUT4, coord0);
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color2 = COMPAT_TEXTURE(SamplerLUT4, coord1);
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res = mix(color1, color2, f);
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}
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res.rgb = fix_lut (res.rgb, imgColor.rgb);
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color = mix(imgColor.rgb, res.rgb, min(TNTC,1.0));
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}
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vec3 c = clamp(color, 0.0, 1.0);
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float p;
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mat3 m_out;
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if (CS == 0.0) { p = 2.2; m_out = ToSRGB; } else
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if (CS == 1.0) { p = 2.2; m_out = ToModern; } else
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if (CS == 2.0) { p = 2.6; m_out = ToDCI; } else
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if (CS == 3.0) { p = 2.2; m_out = ToAdobe; } else
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if (CS == 4.0) { p = 2.4; m_out = ToREC; }
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color = pow(c, vec3(p));
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mat3 m_in = Profile0;
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if (CP == 0.0) { m_in = Profile0; } else
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if (CP == 1.0) { m_in = Profile1; } else
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if (CP == 2.0) { m_in = Profile2; } else
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if (CP == 3.0) { m_in = Profile3; } else
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if (CP == 4.0) { m_in = Profile4; } else
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if (CP == 5.0) { m_in = Profile5; }
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color = m_in*color;
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color = m_out*color;
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color = clamp(color, 0.0, 1.0);
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color = pow(color, vec3(1.0/p));
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if (CP == -1.0) color = c;
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vec3 scolor1 = normalize(pow(color + 0.000000001, vec3(wp_saturation)))*length(color);
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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vec3 scolor2 = mix(vec3(luma), color, wp_saturation);
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color = (wp_saturation > 1.0) ? scolor1 : scolor2;
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p = 2.2;
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color = pow(color, vec3(p));
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color = clamp(color, 0.0, 1.0);
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vec3 warmer = D65_to_D55*color;
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warmer = ToSRGB*warmer;
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vec3 cooler = D65_to_D93*color;
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cooler = ToSRGB*cooler;
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float m = abs(WP)/100.0;
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vec3 comp = (WP < 0.0) ? cooler : warmer;
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color = mix(color, comp, m);
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color = pow(max(color, 0.0), vec3(1.0/p));
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color = color + aftglow.rgb + bp;
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FragColor = vec4(color, vignette(vTexCoord.xy));
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}
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