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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-22 07:41:31 +11:00
Update GBA/GBC/NDS colour correction parameters
This commit is contained in:
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31888eeb25
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3ccfa35588
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@ -21,25 +21,25 @@ layout(std140, set = 0, binding = 0) uniform UBO
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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#pragma parameter darken_screen "Darken Screen" 0.5 -0.25 1.5 0.05
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#pragma parameter darken_screen "Darken Screen" 1.0 -0.25 1.0 0.05
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#define target_gamma 2.2
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#define display_gamma 2.2
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#define sat 1.0
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#define lum 1.0
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#define lum 0.94
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.86
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#define g 0.66
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#define b 0.81
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#define rg 0.11
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#define rb 0.1325
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#define gr 0.19
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#define gb 0.0575
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#define br -0.05
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#define bg 0.23
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#define r 0.82
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#define g 0.665
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#define b 0.73
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#define rg 0.125
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#define rb 0.195
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#define gr 0.24
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#define gb 0.075
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#define br -0.06
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#define bg 0.21
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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@ -2,7 +2,7 @@
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layout(push_constant) uniform Push
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{
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float brighten_screen;
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float lighten_screen;
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} params;
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layout(std140, set = 0, binding = 0) uniform UBO
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@ -19,27 +19,29 @@ layout(std140, set = 0, binding = 0) uniform UBO
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a GameBoy Advance
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// Shader that replicates the LCD dynamics from a GameBoy Color
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#pragma parameter brighten_screen "Brighten Screen" 0.5 -0.25 1.2 0.05
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#pragma parameter lighten_screen "Lighten Screen" 1.0 0.0 1.0 0.05
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#define target_gamma 2.2
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#define display_gamma 2.2
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#define sat 1.0
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#define lum 1.0
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#define lum 0.94
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.87
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#define g 0.66
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#define b 0.79
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#define rg 0.115
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#define rb 0.14
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#define gr 0.18
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#define gb 0.07
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#define br -0.05
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#define bg 0.225
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#define r 0.82
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#define g 0.665
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#define b 0.73
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#define rg 0.125
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#define rb 0.195
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#define gr 0.24
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#define gb 0.075
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#define br -0.06
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#define bg 0.21
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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@ -59,7 +61,7 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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void main()
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{
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.brighten_screen * -1.0))).rgba;
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vec4 screen = pow(texture(Source, vTexCoord), vec4(target_gamma + (params.lighten_screen * -1.0))).rgba;
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vec4 avglum = vec4(0.5);
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screen = mix(screen, avglum, (1.0 - contrast));
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@ -14,28 +14,42 @@ layout(std140, set = 0, binding = 0) uniform UBO
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Author: hunterk
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License: Public domain
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*/
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// Shader that replicates the LCD dynamics from a Nintendo DS Phat
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// Shader that replicates the LCD dynamics from a Nintendo DS Phat --
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#define target_gamma 2.2
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#define display_gamma 2.2
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#define target_gamma 1.91
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#define display_gamma 1.91
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#define sat 1.0
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#define lum 1.0
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#define lum 0.89
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#define contrast 1.0
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#define blr 0.0
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#define blg 0.0
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#define blb 0.0
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#define r 0.85
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#define g 0.655
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#define b 0.865
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#define rg 0.095
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#define rb 0.06
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#define gr 0.20
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#define gb 0.075
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#define br -0.05
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#define bg 0.25
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#define r 0.87
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#define g 0.645
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#define b 0.73
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#define rg 0.10
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#define rb 0.10
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#define gr 0.255
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#define gb 0.17
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#define br -0.125
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#define bg 0.255
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#define overscan_percent_x 0.0
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#define overscan_percent_y 0.0
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/*
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White-NDS
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#define lum 0.98
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#define r 0.83
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#define g 0.625
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#define b 0.785
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#define rg 0.07
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#define rb 0.075
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#define gr 0.22
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#define gb 0.155
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#define br -0.13
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#define bg 0.22
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*/
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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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@ -71,17 +71,18 @@ layout(set = 0, binding = 2) uniform sampler2D Source;
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#define NDS_SCREEN_HEIGHT 192.0
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.85
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#define CC_G 0.655
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#define CC_B 0.865
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#define CC_RG 0.095
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#define CC_RB 0.06
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#define CC_GR 0.20
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#define CC_GB 0.075
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#define CC_BR -0.05
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#define CC_BG 0.25
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#define TARGET_GAMMA 1.91
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const float INV_DISPLAY_GAMMA = 1.0 / 1.91;
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#define CC_LUM 0.89
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#define CC_R 0.87
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#define CC_G 0.645
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#define CC_B 0.73
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#define CC_RG 0.10
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#define CC_RB 0.10
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#define CC_GR 0.255
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#define CC_GB 0.17
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#define CC_BR -0.125
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#define CC_BG 0.255
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/*
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FRAGMENT SHADER
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@ -106,7 +107,7 @@ void main()
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Apply LCD grid effect
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@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.86
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#define CC_G 0.66
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#define CC_B 0.81
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#define CC_RG 0.11
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#define CC_RB 0.1325
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#define CC_GR 0.19
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#define CC_GB 0.0575
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#define CC_BR -0.05
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#define CC_BG 0.23
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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@ -146,10 +147,10 @@ void main()
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.86
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#define CC_G 0.66
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#define CC_B 0.81
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#define CC_RG 0.11
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#define CC_RB 0.1325
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#define CC_GR 0.19
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#define CC_GB 0.0575
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#define CC_BR -0.05
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#define CC_BG 0.23
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.87
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#define CC_G 0.66
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#define CC_B 0.79
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#define CC_RG 0.115
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#define CC_RB 0.14
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#define CC_GR 0.18
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#define CC_GB 0.07
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#define CC_BR -0.05
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#define CC_BG 0.225
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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@ -149,7 +150,7 @@ void main()
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -123,15 +123,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.87
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#define CC_G 0.66
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#define CC_B 0.79
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#define CC_RG 0.115
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#define CC_RB 0.14
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#define CC_GR 0.18
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#define CC_GB 0.07
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#define CC_BR -0.05
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#define CC_BG 0.225
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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@ -149,7 +150,7 @@ void main()
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -122,15 +122,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.86
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#define CC_G 0.66
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#define CC_B 0.81
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#define CC_RG 0.11
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#define CC_RB 0.1325
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#define CC_GR 0.19
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#define CC_GB 0.0575
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#define CC_BR -0.05
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#define CC_BG 0.23
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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@ -145,10 +146,10 @@ void main()
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vec3 colour = texture(Source, registers.SourceSize.zw * imgCenterCoord.xy).rgb;
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// Darken colours (if required...) and apply colour correction
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA + 1.0 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -122,15 +122,16 @@ const float INV_BG_TEXTURE_SIZE = 1.0 / BG_TEXTURE_SIZE;
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// Colour correction
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#define TARGET_GAMMA 2.2
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const float INV_DISPLAY_GAMMA = 1.0 / 2.2;
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#define CC_R 0.87
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#define CC_G 0.66
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#define CC_B 0.79
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#define CC_RG 0.115
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#define CC_RB 0.14
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#define CC_GR 0.18
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#define CC_GB 0.07
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#define CC_BR -0.05
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#define CC_BG 0.225
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#define CC_LUM 0.94
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#define CC_R 0.82
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#define CC_G 0.665
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#define CC_B 0.73
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#define CC_RG 0.125
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#define CC_RB 0.195
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#define CC_GR 0.24
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#define CC_GB 0.075
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#define CC_BR -0.06
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#define CC_BG 0.21
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/*
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FRAGMENT SHADER
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@ -148,7 +149,7 @@ void main()
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colour.rgb = pow(colour.rgb, vec3(TARGET_GAMMA - 0.5 + registers.DARKEN_COLOUR));
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colour.rgb = mat3(CC_R, CC_RG, CC_RB,
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CC_GR, CC_G, CC_GB,
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CC_BR, CC_BG, CC_B) * colour.rgb;
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CC_BR, CC_BG, CC_B) * (colour.rgb * CC_LUM);
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colour.rgb = clamp(pow(colour.rgb, vec3(INV_DISPLAY_GAMMA)), 0.0, 1.0);
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// Generate grid pattern...
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@ -10,5 +10,5 @@ scale0 = "1.000000"
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filter_linear1 = "false"
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parameters = "darken_screen;RETRO_PIXEL_SIZE"
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darken_screen = "0.500000"
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darken_screen = "1.000000"
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RETRO_PIXEL_SIZE = "0.840000"
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@ -9,6 +9,6 @@ scale0 = "1.000000"
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filter_linear1 = "false"
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parameters = "brighten_screen;RETRO_PIXEL_SIZE"
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brighten_screen = "0.500000"
|
||||
parameters = "lighten_screen;RETRO_PIXEL_SIZE"
|
||||
lighten_screen = "0.500000"
|
||||
RETRO_PIXEL_SIZE = "0.840000"
|
||||
|
|
Loading…
Reference in a new issue