mirror of
https://github.com/italicsjenga/slang-shaders.git
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328 lines
10 KiB
Plaintext
328 lines
10 KiB
Plaintext
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#version 450
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/*
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CRT - Guest - Dr. Venom - Pass2
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Copyright (C) 2018-2019 guest(r) - guest.r@gmail.com
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Incorporates many good ideas and suggestions from 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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float brightboost, IOS, gsl, scanline1, scanline2, beam_min, beam_max, s_power, beam_size, shadowMask,
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masksize, vertmask, slotmask, slotwidth, double_slot, mcut, maskDark, maskLight, CGWG, gamma_out;
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} params;
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#pragma parameter brightboost "Bright boost" 1.30 0.50 2.00 0.01
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#define brightboost params.brightboost // adjust brightness
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#pragma parameter IOS "Smart Y Integer Scaling" 0.0 0.0 1.0 1.0
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#define IOS params.IOS // smart integer scaling
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#pragma parameter gsl "Scanline Type" 1.0 0.0 2.0 1.0
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#define gsl params.gsl // Alternate scanlines
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#pragma parameter scanline1 "Scanline beam shape low" 8.0 1.0 15.0 1.0
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#define scanline1 params.scanline1 // scanline param, vertical sharpness
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#pragma parameter scanline2 "Scanline beam shape high" 8.0 5.0 23.0 1.0
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#define scanline2 params.scanline2 // scanline param, vertical sharpness
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#pragma parameter beam_min "Scanline dark" 1.25 0.5 2.0 0.05
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#define beam_min params.beam_min // dark area beam min - narrow
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#pragma parameter beam_max "Scanline bright" 1.05 0.5 2.0 0.05
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#define beam_max params.beam_max // bright area beam max - wide
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#pragma parameter s_power "Scanline intensity" 1.0 0.5 2.5 0.05
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#define s_power params.s_power // scanline intensity
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#pragma parameter beam_size "Increased bright scanline beam" 0.65 0.0 1.0 0.05
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#define beam_size params.beam_size // increased max. beam size
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#pragma parameter shadowMask "CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:'Trinitron'" 5.0 -1.0 6.0 1.0
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#define shadowMask params.shadowMask // Mask Style
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#pragma parameter masksize "CRT Mask Size (2.0 is nice in 4k)" 1.0 1.0 2.0 1.0
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#define masksize params.masksize // Mask Size
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#pragma parameter vertmask "PVM Like Colors" 0.05 0.0 0.25 0.01
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#define vertmask params.vertmask // Vertical mask
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#pragma parameter slotmask "Slot Mask Strength" 0.0 0.0 1.0 0.05
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#define slotmask params.slotmask // Slot Mask ON/OFF
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#pragma parameter slotwidth "Slot Mask Width" 2.0 2.0 6.0 0.5
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#define slotwidth params.slotwidth // Slot Mask Width
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#pragma parameter double_slot "Slot Mask Height: 2x1 or 4x1" 1.0 1.0 2.0 1.0
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#define double_slot params.double_slot // Slot Mask Height
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#pragma parameter mcut "Mask 5&6 cutoff" 0.2 0.0 0.5 0.05
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#define mcut params.mcut // Mask 5&6 cutoff
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#pragma parameter maskDark "Mask Dark" 0.5 0.0 2.0 0.05
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#define maskDark params.maskDark // Dark "Phosphor"
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#pragma parameter maskLight "Mask Light" 1.5 0.0 2.0 0.05
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#define maskLight params.maskLight // Light "Phosphor"
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#pragma parameter CGWG "CGWG Mask Str." 0.3 0.0 1.0 0.05
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#define CGWG params.CGWG // CGWG Mask Strength
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#pragma parameter gamma_out "Gamma out" 2.4 1.0 3.5 0.05
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#define gamma_out params.gamma_out // output gamma
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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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vec4 SourceSize;
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vec4 OutputSize;
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uint FrameCount;
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} global;
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#define SourceSize global.SourceSize
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#define OutputSize global.OutputSize
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#define FrameCount global.FrameCount
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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define gl_FragCoord (vTexCoord.xy * OutputSize.xy)
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#define InputSize SourceSize
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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 * 1.00001;
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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 Source;
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#define eps 1e-10
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float st(float x, float scanline)
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{
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return exp2(-scanline*x*x);
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}
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vec3 sw0(vec3 x, vec3 color, float scanline)
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{
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vec3 tmp = mix(vec3(beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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return exp2(-scanline*ex*ex);
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}
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vec3 sw1(vec3 x, vec3 color, float scanline)
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{
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float mx = max(max(color.r, color.g),color.b);
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x = mix (x, beam_min*x, max(x-0.4*mx,0.0));
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vec3 tmp = mix(vec3(1.2*beam_min),vec3(beam_max), color);
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vec3 ex = x*tmp;
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float br = clamp(0.8*beam_min - 1.0, 0.2, 0.45);
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return exp2(-scanline*ex*ex)/(1.0-br+br*color);
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}
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vec3 sw2(vec3 x, vec3 color, float scanline)
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{
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vec3 tmp = mix(vec3(2.75*beam_min),vec3(beam_max), color);
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tmp = mix(vec3(beam_max), tmp, pow(x, vec3(max(max(color.r, color.g),color.b)+0.3)));
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vec3 ex = x*tmp;
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return exp2(-scanline*ex*ex)/(0.6 + 0.4*color);
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}
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// Shadow mask (1-4 from PD CRT Lottes shader).
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vec3 Mask(vec2 pos, vec3 c)
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{
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pos = floor(pos/masksize);
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vec3 mask = vec3(maskDark, maskDark, maskDark);
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// No mask
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if (shadowMask == -1.0)
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{
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mask = vec3(1.0);
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}
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// Phosphor.
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else if (shadowMask == 0.0)
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{
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pos.x = fract(pos.x*0.5);
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float mc = 1.0 - CGWG;
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if (pos.x < 0.5) { mask.r = 1.1; mask.g = mc; mask.b = 1.1; }
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else { mask.r = mc; mask.g = 1.1; mask.b = mc; }
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}
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// Very compressed TV style shadow mask.
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else if (shadowMask == 1.0)
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{
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float line = maskLight;
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float odd = 0.0;
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if (fract(pos.x/6.0) < 0.5)
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odd = 1.0;
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if (fract((pos.y + odd)/2.0) < 0.5)
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line = maskDark;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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mask*=line;
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}
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// Aperture-grille.
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else if (shadowMask == 2.0)
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{
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Stretched VGA style shadow mask (same as prior shaders).
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else if (shadowMask == 3.0)
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{
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// VGA style shadow mask.
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else if (shadowMask == 4.0)
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{
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pos.xy = floor(pos.xy*vec2(1.0, 0.5));
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pos.x += pos.y*3.0;
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pos.x = fract(pos.x/6.0);
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if (pos.x < 0.333) mask.r = maskLight;
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else if (pos.x < 0.666) mask.g = maskLight;
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else mask.b = maskLight;
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}
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// Alternate mask 5
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else if (shadowMask == 5.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.25*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.2*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5)
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{ mask.r = adj;
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mask.b = adj;
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}
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else mask.g = adj;
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}
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// Alternate mask 6
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else if (shadowMask == 6.0)
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{
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float mx = max(max(c.r,c.g),c.b);
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vec3 maskTmp = vec3( min( 1.5*max(mx-mcut,0.0)/(1.0-mcut) ,maskDark + 0.225*(1.0-maskDark)*mx));
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float adj = 0.80*maskLight - 0.5*(0.80*maskLight - 1.0)*mx + 0.75*(1.0-mx);
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mask = maskTmp;
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pos.x = fract(pos.x/3.0);
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if (pos.x < 0.333) mask.r = adj;
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else if (pos.x < 0.666) mask.g = adj;
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else mask.b = adj;
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}
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return mask;
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}
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float SlotMask(vec2 pos, vec3 c)
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{
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if (slotmask == 0.0) return 1.0;
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float mx = pow(max(max(c.r,c.g),c.b),1.33);
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float mlen = slotwidth*2.0;
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float px = fract(pos.x/mlen);
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float py = floor(fract(pos.y/(2.0*double_slot))*2.0*double_slot);
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float slot_dark = mix(1.0-slotmask, 1.0-0.80*slotmask, mx);
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float slot = 1.0 + 0.7*slotmask*(1.0-mx);
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if (py == 0.0 && px < 0.5) slot = slot_dark; else
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if (py == double_slot && px >= 0.5) slot = slot_dark;
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return slot;
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}
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float Overscan2(float pos, float dy){
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pos=pos*2.0-1.0;
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pos*=dy;
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return pos*0.5+0.5;
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}
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void main()
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{
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vec2 texcoord = vTexCoord;
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if (IOS == 1.0){
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float ofactor = OutputSize.y/InputSize.y;
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float intfactor = round(ofactor);
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float diff = ofactor/intfactor;
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texcoord.y = Overscan2(texcoord.y*(SourceSize.y/InputSize.y), diff)*(InputSize.y/SourceSize.y);
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}
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = texcoord * SourceSize.xy - vec2(0.0,0.5);
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vec2 fp = fract(OGL2Pos);
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vec2 dx = vec2(ps.x,0.0);
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vec2 dy = vec2(0.0, ps.y);
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vec2 pC4 = floor(OGL2Pos) * ps + 0.5*ps;
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vec3 color1 = COMPAT_TEXTURE(Source, pC4 ).xyz;
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vec3 color2 = COMPAT_TEXTURE(Source, pC4 +dy).xyz;
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// calculating scanlines
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float f = fp.y;
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float shape1 = mix(scanline1, scanline2, f);
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float shape2 = mix(scanline1, scanline2, 1.0-f);
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float wt1 = st(f, shape1);
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float wt2 = st(1.0-f, shape2);
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vec3 color0 = color1*wt1 + color2*wt2;
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vec3 ctmp = color0/(wt1+wt2);
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vec3 tmp = pow(ctmp, vec3(1.0/gamma_out));
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vec3 w1,w2 = vec3(0.0);
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vec3 cref1 = mix(ctmp, color1, beam_size);
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vec3 cref2 = mix(ctmp, color2, beam_size);
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vec3 shift = vec3(-vertmask, vertmask, -vertmask);
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vec3 f1 = clamp(vec3(f) + shift*0.5*(1.0+f), 0.0, 1.0);
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vec3 f2 = clamp(vec3(1.0-f) - shift*0.5*(2.0-f), 0.0, 1.0);
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if (gsl == 0.0) { w1 = sw0(f1,cref1,shape1); w2 = sw0(f2,cref2,shape2);} else
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if (gsl == 1.0) { w1 = sw1(f1,cref1,shape1); w2 = sw1(f2,cref2,shape2);} else
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if (gsl == 2.0) { w1 = sw2(f1,cref1,shape1); w2 = sw2(f2,cref2,shape2);}
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vec3 color = color1*pow(w1, vec3(s_power)) + color2*pow(w2, vec3(s_power));
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color*=brightboost;
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color = min(color, 1.0);
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// Apply Mask
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color *= Mask(gl_FragCoord.xy * 1.000001,tmp);
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color = min(color,1.0);
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color *= SlotMask(gl_FragCoord.xy * 1.000001,tmp);
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color = pow(color, vec3(1.0/gamma_out));
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FragColor = vec4(color, 1.0);
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}
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