mirror of
https://github.com/italicsjenga/slang-shaders.git
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350 lines
9.8 KiB
Plaintext
350 lines
9.8 KiB
Plaintext
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#version 450
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/*
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CRT - Guest - Nomask w. Curvature
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With work by DariusG to create a cut down extra fast version
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Copyright (C) 2017-2018 guest(r) - guest.r@gmail.com
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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 brightboost;
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float saturation;
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float scanline;
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float beam_min;
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float beam_max;
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float h_sharp;
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float shadowMask;
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float masksize;
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float mcut;
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float maskDark;
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float maskLight;
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float CGWG;
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float csize;
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float warpX;
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float warpY;
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float c_shape;
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float bsize1;
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float sborder;
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float gamma_out;
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} params;
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// Parameter lines go here:
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#pragma parameter gdv_mini_title "[ GDV MINI - DariusG ]:" 0.0 0.0 1.0 1.0
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// Gamma out adjusted from 0.5 in glsl version to 0.43 to match output of guest-advanced
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#pragma parameter gamma_out " Gamma out" 0.43 0.2 0.6 0.01
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#define gamma_out params.gamma_out
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#pragma parameter brightboost " Bright boost -- brightboost" 1.1 0.5 2.0 0.05
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#define brightboost params.brightboost
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// Saturation out adjusted from 1.1 in glsl version to 1.35 to match output of guest-advanced
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#pragma parameter saturation " Saturation adjustment -- saturation" 1.35 0.1 2.0 0.05
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#define saturation params.saturation
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#pragma parameter scanline " Scanline Adjust -- scanline" 8 1 12 1
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#define scanline params.scanline
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#pragma parameter beam_min " Scanline Dark -- beam_min" 1.7 0.5 3 0.05
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#define beam_min params.beam_min
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#pragma parameter beam_max " Scanline Bright -- beam_max" 2.1 0.5 3 0.05
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#define beam_max params.beam_max
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#pragma parameter h_sharp " Horizontal Sharpness -- h_sharp" 2 1 5 0.05
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#define h_sharp params.h_sharp
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#pragma parameter shadowMask " CRT Mask: 0:CGWG, 1-4:Lottes, 5-6:Trinitron" 0.0 -1.0 8.0 1.0
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#define shadowMask params.shadowMask
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#pragma parameter masksize " CRT Mask Size (2.0 is nice in 4k) -- masksize" 1 1 2.0 1.0
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#define masksize params.masksize
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#pragma parameter mcut " Mask 5-7 cutoff -- mcut" 0.2 0.0 0.5 0.05
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#define mcut params.mcut
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#pragma parameter maskDark " Lottes maskDark" 0.5 0.0 2 0.1
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#define maskDark params.maskDark
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#pragma parameter maskLight " Lottes maskLight" 1.5 0.0 2.0 0.1
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#define maskLight params.maskLight
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#pragma parameter CGWG " CGWG Mask Str. -- CGWG" 0.4 0 1 0.1
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#define CGWG params.CGWG
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#pragma parameter warpX " CurvatureX (default 0.03)" 0.0 0.0 0.25 0.01
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#define warpX params.warpX // Curvature X
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#pragma parameter warpY " CurvatureY (default 0.04)" 0.0 0.0 0.25 0.01
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#define warpY params.warpY // Curvature Y
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// #pragma parameter csize " Corner Size" 0.0 0.0 0.25 0.005
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// #define csize params.csize // corner size
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// #pragma parameter c_shape " Curvature Shape" 0.25 0.05 0.60 0.05
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// #define c_shape params.c_shape // curvature shape
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// #pragma parameter bsize1 " Border Size" 0.01 0.0 3.0 0.01
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// #define bsize1 params.bsize1 // border Size
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// #pragma parameter sborder " Border Intensity" 0.75 0.25 2.0 0.05
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// #define sborder params.sborder // border intensity
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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 FinalViewportSize;
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vec4 OutputSize;
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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 * 1.0001;
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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 float maskFade;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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float sw(float x, float l)
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{
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float d = x;
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float bm = scanline;
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float b = mix(beam_min,beam_max,l);
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d = exp2(-bm*pow(d,b));
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return d;
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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( 1.33*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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// Alternate mask 7
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else if (shadowMask == 7.0)
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{
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float mc = 1.0 - CGWG;
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float mx = max(max(c.r,c.g),c.b);
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float maskTmp = min(1.6*max(mx-mcut,0.0)/(1.0-mcut) , mc);
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mask = vec3(maskTmp);
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pos.x = fract(pos.x/2.0);
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if (pos.x < 0.5) mask = vec3(1.0 + 0.6*(1.0-mx));
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}
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else if (shadowMask == 8.0)
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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/4.0) < 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/2.0);
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if (pos.x < 0.5) {mask.r = maskLight; mask.b = maskLight;}
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else mask.g = maskLight;
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mask*=line;
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}
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return mask;
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}
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// Distortion of scanlines, and end of screen alpha.
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vec2 Warp(vec2 pos)
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{
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pos = pos*2.0-1.0;
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pos *= vec2(1.0 + (pos.y*pos.y)*warpX, 1.0 + (pos.x*pos.x)*warpY);
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return pos*0.5 + 0.5;
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}
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// Code from Guest.r's Guest Advanced shader
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// float corner(vec2 pos) {
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// vec2 b = vec2(bsize1, bsize1) * vec2(1.0, global.OutputSize.x/global.OutputSize.y) * 0.05;
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// pos = clamp(pos, 0.0, 1.0);
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// pos = abs(2.0*(pos - 0.5));
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// float csize1 = mix(400.0, 7.0, pow(4.0*csize, 0.10));
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// float crn = dot(pow(pos, csize1.xx), vec2(1.0, global.OutputSize.y/global.OutputSize.x));
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// crn = (csize == 0.0) ? max(pos.x, pos.y) : pow(crn, 1.0/csize1);
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// pos = max(pos, crn);
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// vec2 res = (bsize1 == 0.0) ? 1.0.xx : mix(0.0.xx, 1.0.xx, smoothstep(1.0.xx, 1.0.xx-b, sqrt(pos)));
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// res = pow(res, sborder.xx);
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// return sqrt(res.x*res.y);
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// }
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void main()
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{
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vec2 pos = Warp(vTexCoord);
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// HSM Added
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vec4 SourceSize = params.SourceSize;
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vec2 ps = SourceSize.zw;
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vec2 OGL2Pos = pos * SourceSize.xy;
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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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// Reading the texels
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vec3 ul = texture(Source, pC4 ).xyz; ul*=ul;
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vec3 ur = texture(Source, pC4 + dx).xyz; ur*=ur;
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vec3 dl = texture(Source, pC4 + dy).xyz; dl*=dl;
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vec3 dr = texture(Source, pC4 + ps).xyz; dr*=dr;
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float lx = fp.x; lx = pow(lx, h_sharp);
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float rx = 1.0 - fp.x; rx = pow(rx, h_sharp);
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vec3 color1 = (ur*lx + ul*rx)/(lx+rx);
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vec3 color2 = (dr*lx + dl*rx)/(lx+rx);
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// calculating scanlines
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float f = fp.y;
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float luma1 = length(color1)*0.57735;
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float luma2 = length(color2)*0.57735;
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vec3 color = color1*sw(f,luma1) + color2*sw(1.0-f,luma2);
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color*=brightboost;
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color = min(color, 1.0);
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color = color * Mask(vTexCoord * global.OutputSize.xy, color);
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color = pow(color, vec3(gamma_out, gamma_out, gamma_out));
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float l = length(color);
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color = normalize(pow(color, vec3(saturation,saturation,saturation)))*l;
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// Screen edge and corner masking
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// FragColor = vec4(color*corner(pos), 1.0);
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FragColor = vec4(color, 1.0);
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}
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