mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-27 18:01:30 +11:00
324 lines
11 KiB
Plaintext
324 lines
11 KiB
Plaintext
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#version 450
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#include "config.inc"
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#define half_pi 1.5707963267949
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// RGB mask: R G B
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#define m1 vec3 ( 1.0 , 0.0 , 0.0 ) //col 1
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#define m2 vec3 ( 0.0 , 1.0 , 0.0 ) //col 2
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#define m3 vec3 ( 0.0 , 0.0 , 1.0 ) //col 3
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// RGB mask low dpi (green-magenta, exploiting native rgb subpixels)
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#define m1gm vec3 ( 0.0 , 1.0 , 0.0 ) //col 1
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#define m2gm vec3 ( 1.0 , 0.0 , 1.0 ) //col 2
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// Blur sizes must not depend on input resolution
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#define scalemod_x (global.in_glow_passSize.x/360.0)
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#define scalemod_y (global.in_glow_passSize.y/270.0)
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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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layout(location = 1) out vec2 vOutputCoord;
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#include "includes/functions.include.slang"
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void main() {
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gl_Position = global.MVP * Position;
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vTexCoord = get_scaled_coords(TexCoord,global.FinalViewportSize, is_rotated());
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vOutputCoord = 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 = 1) in vec2 vOutputCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 3) uniform sampler2D FXAA_pass;
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layout(set = 0, binding = 4) uniform sampler2D in_glow_pass;
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layout(set = 0, binding = 5) uniform sampler2D halo_pass;
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layout(set = 0, binding = 6) uniform sampler2D first_pass;
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layout(set = 0, binding = 7) uniform sampler2D avglum_passFeedback;
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#include "includes/functions.include.slang"
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vec3 pixel_vmask(vec3 source, vec3 white_reference, float over_white) {
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int col = int( vOutputCoord.x * params.OutputSize.x );
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vec3 pixel_out;
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vec3 vmasked;
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vec4 vec_mod=(vec4(3,1,2,3) + vec4(VMASK_GAP,0.0,0.0,0.0))* VMASK_DARKLINE_SCALE ;
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float mask_lightness = 1.0 - RGB_MASK_STRENGTH;
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if ( mod(col, vec_mod.x) < vec_mod.y) vmasked = min(m1 + mask_lightness,vec3(1.0)) * source;
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else if (mod(col, vec_mod.x) < vec_mod.z) vmasked = min(m2 + mask_lightness,vec3(1.0)) * source;
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else if (mod(col, vec_mod.x) < vec_mod.w) vmasked = min(m3 + mask_lightness,vec3(1.0)) * source;
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else vmasked = min(vec3(0.0) + mask_lightness,vec3(1.0)) * source;
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if (over_white == 1.0) pixel_out = vmasked;
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else {
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float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
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whiteness-= over_white;
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whiteness= clamp(whiteness,0.0,1.0);
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pixel_out= mix(vmasked,source,whiteness);
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}
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return pixel_out;
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}
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vec3 pixel_vmask_gm(vec3 source, vec3 white_reference, float over_white) {
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int col = int( vOutputCoord.x * params.OutputSize.x );
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vec3 pixel_out;
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vec3 vmasked;
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vec3 vec_mod=(vec3(2,1,2) + vec3(VMASK_GAP,0.0,0.0))* VMASK_DARKLINE_SCALE ;
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float mask_lightness = 1.0 - RGB_MASK_STRENGTH;
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if (mod(col, vec_mod.x) < vec_mod.y) vmasked = min(m1gm + mask_lightness,vec3(1.0)) * source;
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else if (mod(col, vec_mod.x) < vec_mod.z) vmasked = min(m2gm + mask_lightness,vec3(1.0)) * source;
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else vmasked = min(vec3(0.0) + mask_lightness,vec3(1.0)) * source;
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if (over_white == 1.0) pixel_out = vmasked;
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else {
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float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
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whiteness-= over_white;
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whiteness= clamp(whiteness,0.0,1.0);
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pixel_out= mix(vmasked,source,whiteness);
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}
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return pixel_out;
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}
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vec3 pixel_darklines(vec3 source,float darkline_every, float darkline_trans,
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float do_offset, vec3 white_reference,float over_white) {
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float Darkline_part_w = (3.0 - VMASK_USE_GM + VMASK_GAP) * VMASK_DARKLINE_SCALE;
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float Darkline_part_w_x2 = Darkline_part_w*2;
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//vec3 pixel_out=source;
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float col_2 = vOutputCoord.x * params.OutputSize.x;
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float line_2 = vOutputCoord.y * params.OutputSize.y;
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darkline_every *= VMASK_DARKLINE_SCALE;
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if (over_white != 1.0) {
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//less effect on bright colors.
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float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
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darkline_trans+=(whiteness-over_white);
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darkline_trans=clamp(darkline_trans,0.0,1.0);
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}
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if (do_offset == 1.0) {
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if (int(mod(line_2, darkline_every)) < VMASK_DARKLINE_SCALE) {
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if (int(mod(col_2, Darkline_part_w_x2)) < Darkline_part_w) return source * darkline_trans;
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} else if (int(mod(line_2+(darkline_every/2), darkline_every)) < VMASK_DARKLINE_SCALE ) {
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// DRAW WITH OFFSET:
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col_2+=Darkline_part_w;
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if ((int(mod(col_2, Darkline_part_w_x2))) < Darkline_part_w)
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return source * darkline_trans;
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}
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} else {
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if ( darkline_every >= 0.0)
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if (int(mod(line_2, darkline_every)) < VMASK_DARKLINE_SCALE) return source * darkline_trans;
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}
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return source;
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}
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/*
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float scanline_shape_static_in_lum(vec2 coords, float in_luminance) {
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// Modulate scanline weight via in_luminance
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float period = (params.OriginalSize.y > MIN_LINES_INTERLACED ) ? 2 : 1 ;
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float angle = coords.y * pi * period * params.OriginalSize.y ;
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float lines = abs(sin(angle));
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lines=clamp(lines, SCANLINE_DARK,1.0);
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lines = (lines*lines);
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float w = (SCANLINES_BLEEDING * 9.0 * in_luminance +1 ); // + SCANLINES_BLEEDING;
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lines = pow(lines,1.0/ w );
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return lines;
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}
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*/
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/*
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float scanline_shape_dumb(vec2 coords, bool do_flicker) {
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float source_dy = global.first_passSize.w ;
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if ( mod(coords.y, source_dy*2) < source_dy ) {
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return 1.0;
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}
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return 0.0;
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}
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*/
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float scanline_shape(vec2 coords, bool do_flicker) {
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bool alternate = false;
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float period = 1.0;
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int slow = 1;
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if (do_flicker) {
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if (params.FrameCount/slow % 2 == 0.0) alternate = true;
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if (params.OriginalSize.y > MIN_LINES_INTERLACED ) period = 0.5;
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}
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float angle = coords.y * pi * params.OriginalSize.y * period;
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float lines;
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if (alternate)
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lines = -sin(angle+half_pi); //lines = abs(cos(angle));
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else
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lines = sin(angle);
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lines = (lines*lines);
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if (SCANLINE_DARK >= 0.0) {
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lines = lines * (1.0 - SCANLINE_DARK) + SCANLINE_DARK;
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} else {
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float deepness = -SCANLINE_DARK;
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lines = lines * ((1-SCANLINE_DARK) ) + SCANLINE_DARK ;
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}
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return lines;
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}
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vec4 main_wrap(vec2 co) {
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bool isinterlaced = is_interlaced();
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bool flickering_scanlines = (DO_SCANLINES == 1.0) && scanline_have_to_flicker(isinterlaced) ;
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vec3 pixel_in;
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vec3 pixel_glowed;
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//Get the first available pixel_in:
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if (DO_IN_GLOW == 1.0) {
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pixel_glowed = texture(in_glow_pass,co).rgb;
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pixel_in = pixel_glowed;
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}
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else if (DO_FXAA == 1.0)
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pixel_in = texture(FXAA_pass,co).rgb ;
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else
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pixel_in = texture(first_pass,co).rgb ;
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vec3 pixel_out = pixel_in;
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vec3 pixel_in_clamped = min(pixel_in,vec3(1.0)); //Clamp here for moth vmask and darklines.
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//Mask and darklines:
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if (DO_VMASK_AND_DARKLINES == 1.0 ) {
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if (RGB_MASK_STRENGTH > 0.0) {
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//Use RGB pattern or exploit RGB layout with green and magenta?
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if (VMASK_USE_GM < 1.0) {
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pixel_out = pixel_vmask(pixel_in, pixel_in_clamped, VMASK_OVERWHITE);
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} else {
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pixel_out = pixel_vmask_gm(pixel_in, pixel_in_clamped, VMASK_OVERWHITE);
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}
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}
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//Screen lines
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if (DARKLINES_STRENGTH > 0.0 ) {
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float MYDARKLINES_TRANSPARENCY = 1.0 - DARKLINES_STRENGTH;
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pixel_out = pixel_darklines(pixel_out,DARKLINES_PERIOD,MYDARKLINES_TRANSPARENCY,DO_DARKLINES_VOFFSET,pixel_in_clamped,DRKLN_OVERWHITE);
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}
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}
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//Halo
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vec3 pixel_haloed;
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if (DO_HALO == 1.0 ) {
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pixel_haloed = texture(halo_pass,co).rgb;
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pixel_out += pixel_haloed;
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pixel_out = clamp(pixel_out,0.0,HALO_CLAMP);
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}
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// Non flickering scanlines
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if ( DO_SCANLINES == 1.0 ) {
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vec3 pixel_bleed ;
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if (! ( isinterlaced && (SCANLINE_DISABLE_ON_INTERLACE == 1.0)) ) {
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if (DO_IN_GLOW + DO_HALO > 0.0) {
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if (DO_HALO == 1.0) pixel_bleed = pixel_haloed;
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else if (DO_IN_GLOW == 1.0) pixel_bleed = pixel_glowed;
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else pixel_bleed = pixel_in;
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}
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float scanline_shape = scanline_shape(co, flickering_scanlines ) ;
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vec3 pixel_scanlined = scanline_shape * pixel_out;
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pixel_out = pixel_scanlined + (pixel_out * pixel_bleed * SCANLINES_BLEEDING * (1-scanline_shape));
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}
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}
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if (DO_CCORRECTION == 1.0) pixel_out = pow(pixel_out,vec3(GAMMA_OUT));
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//Out
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return vec4(pixel_out,1.0) ; //* border(border_coords);
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}
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/*
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//Test masks to be used with pixel_vmask_test()
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// Actually slower than pixel_vmask(), but handy for quick test
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//first element of the array is the useful size.
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const vec3 oo = vec3(0); //padding
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const vec3 mask_RGB[10] = vec3[]( vec3(3), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), oo, oo, oo, oo, oo, oo);
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const vec3 mask_GM[10] = vec3[]( vec3(2), vec3(0,1,0), vec3(1,0,1), oo, oo, oo, oo, oo, oo, oo);
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vec3 pixel_vmask_test(vec3 color_in, vec3[10] vmask, int multiplier, float gap, vec3 white_reference, float over_white) {
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int col = int( vOutputCoord.x * params.OutputSize.x );
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vec3 vmasked;
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float size = (vmask[0].x + gap) * multiplier;
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for (int i = multiplier ; i <= size * multiplier ; i+=multiplier) {
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if (mod(col, size) < i) {
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vmasked = min (vmask[i/multiplier] + 1.0 - RGB_MASK_STRENGTH, vec3(1.0)) * color_in;
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break;
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}
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}
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if (over_white == 1.0) return vmasked;
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else {
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float whiteness=(white_reference.r+white_reference.g+white_reference.b)/3.0;
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whiteness-= over_white;
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whiteness= clamp(whiteness,0.0,1.0);
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return mix(vmasked, color_in, whiteness);
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}
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}
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*/
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void main() {
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vec2 coords = vTexCoord;
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if (DO_DYNZOOM == 1.0) {
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float zoomin = 1.0 + (texture(avglum_passFeedback, vec2(0.25,0.25) ).a/ DYNZOOM_FACTOR);
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coords = zoom(vTexCoord, zoomin);
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}
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vec2 coords_curved = coords;
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//Curvature: set coords_curved coordinate: (global var)
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if (DO_CURVATURE == 1.0) {
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if ((GEOM_WARP_X > 0.0) || (GEOM_WARP_Y > 0.0))
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coords_curved = Warp(coords_curved,GEOM_WARP_X,GEOM_WARP_Y);
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}
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if (DO_BEZEL == 1.0) {
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coords_curved = zoomout_coords(coords_curved, -BEZEL_INNER_ZOOM , 1.0);
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coords = zoomout_coords(coords, -BEZEL_INNER_ZOOM , 1.0);
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}
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//FIXME: bezel may need a wider border when zoomed in.
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//But for performance reasons we can wide the border in relation to the desidered reflection area.
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//by now, just wide by BEZEL_REFLECTION_AREA_SIZE defined in config.inc
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bool is_border = false;
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if (border_needed()) {
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float WIDEN = DO_BEZEL * BEZEL_REFLECTION_AREA_SIZE;
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bool b_is_rotated = is_rotated();
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bool is_outside_x = ((coords.x > 1.0+WIDEN ) || (coords.x < 0.0 - WIDEN) );
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bool is_outside_y = ((coords.y > 1.0+WIDEN ) || (coords.y < 0.0 - WIDEN) );
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is_border = (b_is_rotated && is_outside_y) || (!b_is_rotated && is_outside_x);
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}
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if (is_border)
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FragColor = mark_outer_frame(vec3(0.0));
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else
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FragColor = main_wrap(coords_curved);
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}
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