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add crt-Cyclon (#477)
* Add files via upload * Add files via upload * Update crt-Cyclon.slang
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crt/crt-Cyclon.slangp
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crt/crt-Cyclon.slangp
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shaders = 1
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shader0 = shaders/crt-Cyclon.slang
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filter_linear0 = true
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scale_type0 = viewport
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crt/shaders/crt-Cyclon.slang
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crt/shaders/crt-Cyclon.slang
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#version 450
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/*
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DariusG presents
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'crt-Cyclon'
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Why? Because it's speedy!
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A super-fast shader based on the magnificent crt-Geom, optimized for full speed
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on a Xiaomi Note 3 Pro cellphone (around 170(?) gflops gpu or so)
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This shader uses parts from:
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crt-Geom (scanlines)
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Quillez (main filter)
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Grade (some primaries)
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Dogway's inverse Gamma
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Masks-slot-color handling, tricks etc are mine.
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation; either version 2 of the License, or (at your option)
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any later version.
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*/
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layout(push_constant) uniform Push
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{
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float SCANLINE,INTERLACE,M_TYPE,MSIZE,SLOT,SLOTW,BGR,Maskl,Maskh,C_STR,CONV_R,CONV_G,CONV_B,
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WARPX,WARPY,CORNER,B_SMOOTH,PAL_NTSC,BR_DEP,c_space,EXT_GAMMA;
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} params;
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// Parameter lines go here:
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#pragma parameter SCANLINE "Scanline Weight" 0.25 0.15 0.6 0.05
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#pragma parameter INTERLACE "Interlacing On/Off" 1.0 0.0 1.0 1.0
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#pragma parameter bogus_msk " [ MASK SETTINGS ] " 0.0 0.0 0.0 0.0
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#pragma parameter M_TYPE "Mask Type: -1:None, 0:CGWG, 1:RGB" 0.0 -1.0 1.0 1.0
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#pragma parameter MSIZE "Mask Size" 1.0 1.0 2.0 1.0
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#pragma parameter SLOT "Slot Mask On/Off" 0.0 0.0 1.0 1.0
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#pragma parameter SLOTW "Slot Mask Width" 2.0 2.0 3.0 1.0
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#pragma parameter BGR "Subpixels BGR/RGB" 0.0 0.0 1.0 1.0
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#pragma parameter Maskl "Mask Brightness Dark" 0.3 0.0 1.0 0.05
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#pragma parameter Maskh "Mask Brightness Bright" 0.75 0.0 1.0 0.05
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#pragma parameter bogus_con " [ CONVERGENCE SETTINGS ] " 0.0 0.0 0.0 0.0
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#pragma parameter C_STR "Convergence Overall Strength" 0.0 0.0 1.0 0.05
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#pragma parameter CONV_R "Convergence Red X-Axis" 0.0 -1.0 1.0 0.05
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#pragma parameter CONV_G "Convergence Green Y-axis" 0.0 -1.0 1.0 0.05
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#pragma parameter CONV_B "Convergence Blue X-Axis" 0.0 -1.0 1.0 0.05
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#pragma parameter bogus_geom " [ GEOMETRY SETTINGS ] " 0.0 0.0 0.0 0.0
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#pragma parameter WARPX "Curvature Horizontal" 0.032 0.00 0.25 0.01
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#pragma parameter WARPY "Curvature Vertical" 0.042 0.00 0.25 0.01
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#pragma parameter CORNER "Corner Round" 0.02 0.0 0.25 0.01
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#pragma parameter B_SMOOTH "Border Smoothness" 300.0 100.0 1000.0 25.0
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#pragma parameter PAL_NTSC "PAL-NTSC Aspect: Amiga,MD-SNES" 0.0 0.0 2.0 1.0
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#pragma parameter bogus_col " [ COLOR SETTINGS ] " 0.0 0.0 0.0 0.0
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#pragma parameter BR_DEP "Scan/Mask Brightness Dependence" 0.266 0.0 0.333 0.01
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#pragma parameter c_space "Color Space: sRGB,PAL,NTSC-U,NTSC-J" 0.0 0.0 3.0 1.0
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#pragma parameter EXT_GAMMA "External Gamma In (Glow etc)" 0.0 0.0 1.0 1.0
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#pragma parameter SATURATION "Saturation" 1.0 0.0 2.0 0.01
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#pragma parameter BRIGHTNESS "Brightness, Sega fix:1.06" 1.0 0.0 2.0 0.01
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#pragma parameter BLACK "Black Level" 0.0 -0.20 0.20 0.01
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#pragma parameter RG "Green <-to-> Red Hue" 0.0 -0.25 0.25 0.01
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#pragma parameter RB "Blue <-to-> Red Hue" 0.0 -0.25 0.25 0.01
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#pragma parameter GB "Blue <-to-> Green Hue" 0.0 -0.25 0.25 0.01
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#pragma parameter POTATO "Potato Boost(Simple Gamma, adjust Mask)" 0.0 0.0 1.0 1.0
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#define M_TYPE params.M_TYPE
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#define BGR params.BGR
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#define MSIZE params.MSIZE
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#define Maskl params.Maskl
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#define Maskh params.Maskh
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#define C_STR params.C_STR
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#define CONV_R params.CONV_R
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#define CONV_G params.CONV_G
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#define CONV_B params.CONV_B
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#define SCANLINE params.SCANLINE
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#define INTERLACE params.INTERLACE
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#define WARPX params.WARPX
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#define WARPY params.WARPY
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#define SLOT params.SLOT
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#define SLOTW params.SLOTW
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#define c_space params.c_space
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#define CORNER params.CORNER
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#define B_SMOOTH params.B_SMOOTH
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#define BR_DEP params.BR_DEP
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#define EXT_GAMMA params.EXT_GAMMA
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#define PAL_NTSC params.PAL_NTSC
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#define pi 3.1415926535897932384626433
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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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float BLACK, RG, RB, GB, POTATO,SATURATION,BRIGHTNESS;
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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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} global;
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#define RG global.RG
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#define RB global.RB
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#define GB global.GB
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#define BLACK global.BLACK
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#define POTATO global.POTATO
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#define SATURATION global.SATURATION
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#define BRIGHTNESS global.BRIGHTNESS
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#define SourceSize global.SourceSize
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#define OriginalSize global.OriginalSize
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#define OutputSize global.OutputSize
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#define FrameCount global.FrameCount
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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 scale;
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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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scale = SourceSize.xy/OriginalSize.xy;
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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(location = 1) in vec2 scale;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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///////////////////////////////////////////////////////////////////////////////////////////////
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vec3 Mask(vec2 pos, float CGWG)
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{
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vec3 mask = vec3(CGWG);
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if (M_TYPE == 0.0){
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if (POTATO == 1.0) return vec3( (1.0-CGWG)*sin(pos.x*pi)+CGWG) ;
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else{
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float m = fract(pos.x*0.5);
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if (m<0.5) mask.rb = vec2(1.0);
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else mask.g = 1.0;
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return mask;}
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}
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if (M_TYPE == 1.0){
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if (POTATO == 1.0) return vec3( (1.0-CGWG)*sin(pos.x*pi*0.6667)+CGWG) ;
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else{
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float m = fract(pos.x*0.3333);
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if (m<0.3333) BGR == 0.0 ? mask.b = 1.0 : mask.r = 1.0;
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else if (m<0.6666) mask.g = 1.0;
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else BGR == 0.0 ? mask.r = 1.0 : mask.b = 1.0;
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return mask;
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}
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}
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else return vec3(1.0);
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}
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vec3 scanlineWeights(float distance, vec3 color)
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{
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// "wid" controls the width of the scanline beam, for each RGB
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// channel The "weights" lines basically specify the formula
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// that gives you the profile of the beam, i.e. the intensity as
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// a function of distance from the vertical center of the
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// scanline. In this case, it is gaussian if width=2, and
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// becomes nongaussian for larger widths. Ideally this should
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// be normalized so that the integral across the beam is
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// independent of its width. That is, for a narrower beam
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// "weights" should have a higher peak at the center of the
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// scanline than for a wider beam.
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vec3 wid = SCANLINE + 0.15 * pow(color, vec3(3.0));
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vec3 weights = vec3(distance / wid);
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return 0.4 * exp(-weights * weights ) / wid;
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}
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#define pwr vec3(1.0/((-0.8*SCANLINE+1.0)*(-0.8*(1.0-CGWG)+1.0))-1.2)
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// Returns gamma corrected output, compensated for scanline+mask embedded gamma
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vec3 inv_gamma(vec3 col, vec3 power)
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{
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vec3 cir = col-1.0;
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cir *= cir;
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col = mix(sqrt(col),sqrt(1.0-cir),power);
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return col;
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}
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// standard 6774k
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mat3 PAL = mat3(
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1.1515, -0.1099, -0.0033,
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0.0914, 0.9177, -0.0043,
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0.0039, -0.0071, 1.0901
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);
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// standard 6774k
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mat3 NTSC = mat3(
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0.8870, 0.0451, 0.0566,
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-0.0800, 1.0368, 0.0361,
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0.0053, -0.1196, 1.2320
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);
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// standard 9300k
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mat3 NTSC_J = mat3(
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0.8800, 0.0020, 0.1054,
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-0.0071, 0.9351, 0.0658,
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0.0198, -0.0797, 1.3533
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);
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vec3 slot(vec2 pos)
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{
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float h = fract(pos.x/SLOTW);
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float v = fract(pos.y);
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float odd;
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if (v<0.5) odd = 0.0; else odd = 1.0;
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if (odd == 0.0)
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{if (h<0.5) return vec3(0.5); else return vec3(1.5);}
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else if (odd == 1.0)
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{if (h<0.5) return vec3(1.5); else return vec3(0.5);}
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}
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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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pos = pos*0.5+0.5;
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return pos;
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}
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float corner(vec2 coord)
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{
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coord = min(coord, vec2(1.0)-coord) * vec2(1.0, 0.75);
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vec2 cdist = vec2(CORNER);
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coord = cdist - min(coord,cdist);
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float dist = sqrt(dot(coord,coord));
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return clamp((cdist.x-dist)*B_SMOOTH,0.0, 1.0);
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}
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void main()
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{
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mat3 hue = mat3(
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1.0, -RG, -RB,
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RG, 1.0, -GB,
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RB, GB, 1.0
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);
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vec2 pos = Warp(vTexCoord*scale); vec2 cpos=pos;
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pos /=scale; // blurry
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if (PAL_NTSC != 0.0){
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if(PAL_NTSC == 1.0) pos.y /=1.2; // Amiga 256 to 200
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pos.y += 0.005; // re-center
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if(PAL_NTSC == 2.0) pos.y /=1.0714; // MD-SNES 240 to 224
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}
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vec2 bpos = pos;
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vec2 dx = vec2(SourceSize.z,0.0);
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vec2 dy = vec2(0.0,OutputSize.w);
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vec2 ogl2 = pos*SourceSize.xy;
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vec2 i = floor(pos*SourceSize.xy) + 0.5;
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float f = ogl2.y - i.y;
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pos.y = (i.y + 4.0*f*f*f)*SourceSize.w; // smooth
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pos.x = mix(pos.x, i.x*SourceSize.z, 0.2);
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vec3 res0 = texture(Source,pos).rgb;
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vec3 resr = texture(Source,pos + dx*CONV_R).rgb;
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vec3 resb = texture(Source,pos + dx*CONV_B).rgb;
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vec3 resg = texture(Source,pos + dy*CONV_G).rgb;
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vec3 res = vec3( res0.r*(1.0-C_STR) + resr.r*C_STR,
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res0.g*(1.0-C_STR) + resg.g*C_STR,
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res0.b*(1.0-C_STR) + resb.b*C_STR
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);
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float l = dot(vec3(BR_DEP),res);
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if(EXT_GAMMA != 1.0) res *= res;
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if (c_space != 0.0) {
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if (c_space == 1.0) res *= PAL;
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if (c_space == 2.0) res *= NTSC;
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if (c_space == 3.0) res *= NTSC_J;
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res = clamp(res,0.0,1.0);
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}
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float s = fract(bpos.y*SourceSize.y-0.5);
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// handle interlacing
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if (OriginalSize.y > 400.0)
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{
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s = fract(bpos.y*SourceSize.y/2.0-0.5);
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if (INTERLACE == 1.0) s = mod(float(FrameCount),2.0) < 1.0 ? s: s+0.5;
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}
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vec3 weight = scanlineWeights(s, res);
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vec3 weight2 = scanlineWeights(1.0-s, res);
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res *= weight + weight2;
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vec2 xy = vTexCoord*OutputSize.xy*scale/MSIZE;
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float CGWG = mix(Maskl, Maskh, l);
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res *= Mask(xy, CGWG);
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if (SLOT == 1.0) res *= mix(slot(xy/2.0),vec3(1.0),CGWG);
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if (POTATO == 0.0) res = inv_gamma(res,pwr);
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else res = sqrt(res);
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float lum = dot(vec3(0.29,0.60,0.11),res);
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res = mix(vec3(lum),res,SATURATION);
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res *= BRIGHTNESS;
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res *= hue;
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res -= vec3(BLACK);
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res *= vec3(1.0)/vec3(1.0-BLACK);
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if (CORNER !=0.0) res *= corner(cpos);
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FragColor = vec4(res,1.0);
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||||||
|
}
|
Loading…
Reference in a new issue