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Update powervr2.slang
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@ -17,16 +17,14 @@ layout(push_constant) uniform Push
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float INTERLACED, VGASIGNAL, LUMBOOST;
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float INTERLACED, VGASIGNAL;
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} params;
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#pragma parameter INTERLACED "PVR - Interlace smoothing" 1.00 0.00 1.00 1.0
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#pragma parameter VGASIGNAL "PVR - VGA signal loss" 0.00 0.00 1.00 1.0
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#pragma parameter LUMBOOST "PVR - Luminance gain" 0.35 0.00 1.00 0.01
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#define INTERLACED params.INTERLACED
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#define VGASIGNAL params.VGASIGNAL
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#define LUMBOOST params.LUMBOOST
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#define HW 1.00
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@ -76,28 +74,27 @@ void main()
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// Blend vertically for composite mode
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if (bool(INTERLACED))
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{
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int taps = int(8);
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float tap = 0.62/taps;
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int taps = int(3);
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float tap = 2.0f/taps;
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vec2 texcoord4 = vTexCoord;
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texcoord4.x = texcoord4.x;
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texcoord4.y = texcoord4.y + ((tap*(taps/2))/480.0f);
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vec4 blur1 = texture(Source, texcoord4);
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int bl;
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vec4 ble;
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ble.r = 0.00f;
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ble.g = 0.00f;
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ble.b = 0.00f;
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for (bl=0;bl<taps;bl++)
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{
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texcoord4.y += (tap / 480.0f);
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texcoord4.y += (tap / 480.0f);
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ble.rgb += texture(Source, texcoord4).rgb / taps;
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}
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color.rgb = color.rgb * 0.25 + ( ble.rgb * 0.75);
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}
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// Some games use a luminance boost (JSR etc)
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if (bool(LUMBOOST))
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{
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color.rgb += (((color.r * LUM_R) + (color.g * LUM_G) + (color.b * LUM_B)) * LUMBOOST);
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color.rgb = ( ble.rgb );
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}
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// Dither. ALWAYS do this for 16bpp
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@ -164,4 +161,4 @@ void main()
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}
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FragColor = vec4(color);
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}
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}
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