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add cocktail-cab and bob shaders
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63
misc/bob-and-ghost-deinterlacing.slang
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63
misc/bob-and-ghost-deinterlacing.slang
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#version 450
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/*
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Bob-and-ghost Deinterlacing
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
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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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} params;
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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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} 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 current = pow(texture(Source, vTexCoord.xy), vec4(2.2));
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vec4 prev = vec4(0.0);
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float y = 0.0;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (params.SourceSize.y > 400.0){
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y = params.SourceSize.y * vTexCoord.y + params.FrameCount;
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current = pow(vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w))), vec4(2.2));
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vec4 evens = pow(vec4(texture(Source, vTexCoord - vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
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vec4 odds = pow(vec4(texture(Source, vTexCoord + vec2(0.0, 0.5 * params.SourceSize.w))), vec4(2.2));
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prev = (evens + odds) / 2.0;
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}
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else
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{
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y = 2.0 * params.SourceSize.y * vTexCoord.y;
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prev = current;
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}
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if (mod(y, 2.0) > 0.99999) current = current;
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else current = vec4(pow(texture(Source, vTexCoord), vec4(2.2)));
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FragColor = vec4(pow((current + prev) / vec4(2.0), vec4(1.0 / 2.2)));
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}
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51
misc/bob-deinterlacing.slang
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51
misc/bob-deinterlacing.slang
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#version 450
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/*
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Bob-Deinterlacing
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Author: hunterk
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License: Public domain
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Note: This shader is designed to work with the typical interlaced output from an emulator, which displays both even and odd fields twice.
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As such, it is inappropriate for general video use unless the video has already been similarly woven beforehand.
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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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} params;
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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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} 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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float y = 0.0;
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// assume anything with a vertical resolution greater than 400 lines is interlaced
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if (params.SourceSize.y > 400.0) y = params.SourceSize.y * vTexCoord.y + float(params.FrameCount);
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else y = 2.0 * params.SourceSize.y * vTexCoord.y;
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if (mod(y, 2.0) > 0.99999) FragColor = vec4(texture(Source, vTexCoord + vec2(0.0, params.SourceSize.w)));
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else
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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0);
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}
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45
misc/cocktail-cabinet.slang
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45
misc/cocktail-cabinet.slang
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#version 450
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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 height;
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float width;
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float location;
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} params;
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#pragma parameter height "CocktailTable Image Height" 1.0 -3.0 3.0 0.01
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#pragma parameter width "CocktailTable Image Width" 1.0 -3.0 3.0 0.05
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#pragma parameter location "CocktailTable Image Separation" 0.0001 -2.0 2.0 0.001
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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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} 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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layout(location = 1) out vec2 vTexCoord1;
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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.xy - vec2(0.5 - (params.location), 0.5)) * mat2x2(0.0, 1.0001 * (params.width), -2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
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vTexCoord1 = ((TexCoord.xy - vec2(0.5 + (params.location), 0.5)) * mat2x2(0.0, -1.0001 * (params.width), 2.0001 * (params.height), 0.0)) + vec2(0.5, 0. );
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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 vec2 vTexCoord1;
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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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FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0) + vec4(texture(Source, vTexCoord1).rgb, 1.0);
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}
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