mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 00:51:29 +11:00
Add AGB-001 and AGS-001 LCD shaders ported from mGBA
This commit is contained in:
parent
994fc49f12
commit
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15
handheld/agb001-gba-color-motionblur.slangp
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15
handheld/agb001-gba-color-motionblur.slangp
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shaders = 3
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shader0 = ../motionblur/shaders/response-time.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/mgba/agb001.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 4.0
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shader2 = shaders/color/gba-color.slang
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filter_linear2 = true
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scale_type2 = viewport
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handheld/agb001.slangp
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handheld/agb001.slangp
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shaders = 2
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shader0 = shaders/mgba/agb001.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 4.0
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shader1 = ../stock.slang
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filter_linear1 = true
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scale_type1 = viewport
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20
handheld/ags001-gba-color-motionblur.slangp
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handheld/ags001-gba-color-motionblur.slangp
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shaders = 4
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shader0 = ../motionblur/shaders/response-time.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 1.0
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shader1 = shaders/mgba/ags001.slang
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filter_linear1 = false
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scale_type1 = source
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scale1 = 4.0
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shader2 = shaders/color/gba-color.slang
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filter_linear2 = false
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scale_type2 = source
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scale2 = 1.0
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shader3 = shaders/mgba/ags001-light.slang
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filter_linear3 = true
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scale_type3 = viewport
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10
handheld/ags001.slangp
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handheld/ags001.slangp
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shaders = 2
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shader0 = shaders/mgba/ags001.slang
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filter_linear0 = false
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scale_type0 = source
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scale0 = 4.0
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shader1 = shaders/mgba/ags001-light.slang
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filter_linear1 = true
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scale_type1 = viewport
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57
handheld/shaders/mgba/agb001.slang
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handheld/shaders/mgba/agb001.slang
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#version 450
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/*
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AGB-001 shader
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A glorious recreation of the original Game Boy Advance
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Author: endrift
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License: MPL 2.0
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This Source Code Form is subject to the terms of the Mozilla Public
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License, v. 2.0. If a copy of the MPL was not distributed with this
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file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 Source;
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void main()
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{
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vec4 color = texture(Source, vTexCoord);
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vec3 arrayX[4];
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arrayX[0] = vec3(1.0, 0.2, 0.2);
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arrayX[1] = vec3(0.2, 1.0, 0.2);
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arrayX[2] = vec3(0.2, 0.2, 1.0);
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arrayX[3] = vec3(0.4, 0.4, 0.4);
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vec3 arrayY[4];
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arrayY[0] = vec3(1.0, 1.0, 1.0);
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.8, 0.8, 0.8);
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color.rgb = pow(color.rgb * vec3(0.8, 0.8, 0.8), vec3(1.8, 1.8, 1.8)) + vec3(0.16, 0.16, 0.16);
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color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
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color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
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color.a = 0.5;
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FragColor = color;
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}
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74
handheld/shaders/mgba/ags001-light.slang
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handheld/shaders/mgba/ags001-light.slang
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#version 450
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/*
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AGS-001 shader
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A pristine recreation of the illuminated Game Boy Advance SP
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Author: endrift
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License: MPL 2.0
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This Source Code Form is subject to the terms of the Mozilla Public
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License, v. 2.0. If a copy of the MPL was not distributed with this
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file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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} global;
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layout(push_constant) uniform Push
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{
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float reflectionBrightness;
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float reflectionDistanceX;
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float reflectionDistanceY;
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float lightBrightness;
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} params;
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#pragma parameter reflectionBrightness "Reflection brightness" 0.07 0.0 1.0 0.01
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#pragma parameter reflectionDistanceX "Reflection Distance X" 0.0 -1.0 1.0 0.005
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#pragma parameter reflectionDistanceY "Reflection Distance Y" 0.025 -1.0 1.0 0.005
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#pragma parameter lightBrightness "Light brightness" 1.0 0.0 1.0 0.01
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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 Source;
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const float speed = 2.0;
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const float decay = 2.0;
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const float coeff = 2.5;
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void main()
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{
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vec2 reflectionDistance = vec2(params.reflectionDistanceX,params.reflectionDistanceY);
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float sp = pow(speed, params.lightBrightness);
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float dc = pow(decay, -params.lightBrightness);
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float s = (sp - dc) / (sp + dc);
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vec2 radius = (vTexCoord.st - vec2(0.5, 0.5)) * vec2(coeff * s);
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radius = pow(abs(radius), vec2(4.0));
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vec3 bleed = vec3(0.12, 0.14, 0.19);
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bleed += (dot(radius, radius) + vec3(0.02, 0.03, 0.05)) * vec3(0.14, 0.18, 0.2);
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vec4 color = texture(Source, vTexCoord);
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color.rgb += pow(bleed, pow(vec3(params.lightBrightness), vec3(-0.5)));
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vec4 reflection = texture(Source, vTexCoord - reflectionDistance);
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color.rgb += reflection.rgb * params.reflectionBrightness;
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color.a = 1.0;
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FragColor = color;
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}
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57
handheld/shaders/mgba/ags001.slang
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57
handheld/shaders/mgba/ags001.slang
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#version 450
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/*
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AGS-001 shader
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A pristine recreation of the illuminated Game Boy Advance SP
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Author: endrift
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License: MPL 2.0
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This Source Code Form is subject to the terms of the Mozilla Public
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License, v. 2.0. If a copy of the MPL was not distributed with this
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file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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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 OutputSize;
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vec4 OriginalSize;
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vec4 SourceSize;
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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 Source;
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void main()
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{
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vec4 color = texture(Source, vTexCoord);
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vec3 arrayX[4];
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arrayX[0] = vec3(1.0, 0.2, 0.2);
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arrayX[1] = vec3(0.2, 1.0, 0.2);
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arrayX[2] = vec3(0.2, 0.2, 1.0);
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arrayX[3] = vec3(0.4, 0.4, 0.4);
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vec3 arrayY[4];
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arrayY[0] = vec3(1.0, 1.0, 1.0);
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arrayY[1] = vec3(1.0, 1.0, 1.0);
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arrayY[2] = vec3(1.0, 1.0, 1.0);
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arrayY[3] = vec3(0.9, 0.9, 0.9);
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color.rgb = pow(color.rgb, vec3(1.6, 1.6, 1.6));
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color.rgb *= arrayX[int(mod(vTexCoord.s * global.SourceSize.x * 4.0, 4.0))];
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color.rgb *= arrayY[int(mod(vTexCoord.t * global.SourceSize.y * 4.0, 4.0))];
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color.a = 0.8;
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FragColor = color;
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}
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