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Merge branch 'libretro:master' into master
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3
crt/shaders/zfast_crt/zfast_crt_coarsemask.slang
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3
crt/shaders/zfast_crt/zfast_crt_coarsemask.slang
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#version 450
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#include "zfast_crt_impl.inc"
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crt/shaders/zfast_crt/zfast_crt_finemask.slang
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crt/shaders/zfast_crt/zfast_crt_finemask.slang
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#version 450
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// This can't be an option without slowing the shader down.
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// Note that only the fine mask works on SNES Classic Edition
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// due to Mali 400 gpu precision.
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#define FINEMASK
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#include "zfast_crt_impl.inc"
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@ -1,5 +1,3 @@
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#version 450
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/*
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zfast_crt_standard - A simple, fast CRT shader.
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@ -52,10 +50,6 @@ layout(std140, set = 0, binding = 0) uniform UBO
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//#define FRAGMENT
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//#define VERTEX
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//This can't be an option without slowing the shader down
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//Comment this out for a coarser 3 pixel mask...which is currently broken
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//on SNES Classic Edition due to Mali 400 gpu precision
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#define FINEMASK
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//Some drivers don't return black with texture coordinates out of bounds
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//SNES Classic is too slow to black these areas out when using fullscreen
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//overlays. But you can uncomment the below to black them out if necessary
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@ -98,7 +92,7 @@ void main()
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x*-0.4999));
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float mask = 1.0 + float(whichmask < 0.5) * -MASK_DARK;
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#else
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333));
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float whichmask = fract(floor(vTexCoord.x*params.OutputSize.x)*-0.3333);
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float mask = 1.0 + float(whichmask <= 0.33333) * -MASK_DARK;
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#endif
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vec3 colour = texture(Source, p).rgb;
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crt/zfast-crt-hdmask.slangp
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crt/zfast-crt-hdmask.slangp
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shaders = 1
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shader0 = shaders/zfast_crt/zfast_crt_coarsemask.slang
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filter_linear0 = true
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@ -1,4 +1,4 @@
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shaders = 1
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shader0 = shaders/zfast_crt.slang
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shader0 = shaders/zfast_crt/zfast_crt_finemask.slang
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filter_linear0 = true
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