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https://github.com/italicsjenga/slang-shaders.git
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add horz/vert flip to image-adjustment
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@ -30,6 +30,8 @@ layout(push_constant) uniform Push
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layout(std140, set = 0, binding = 0) uniform UBO
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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{
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mat4 MVP;
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mat4 MVP;
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float FLIP_HORZ;
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float FLIP_VERT;
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} global;
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} global;
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#pragma parameter target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
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#pragma parameter target_gamma "Target Gamma" 2.2 0.1 5.0 0.1
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@ -53,6 +55,8 @@ layout(std140, set = 0, binding = 0) uniform UBO
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#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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#pragma parameter RMASK "Overscan Mask Right" 0.0 0.0 1.0 0.0025
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#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter GRAIN_STR "Film Grain" 0.0 0.0 72.0 6.0
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#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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#pragma parameter SHARPEN "Sharpen" 0.0 0.0 1.0 0.05
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#pragma parameter FLIP_HORZ "Flip Horiz Axis" 0.0 0.0 1.0 1.0
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#pragma parameter FLIP_VERT "Flip Vert Axis" 0.0 0.0 1.0 1.0
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// Image Adjustment
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// Image Adjustment
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// Author: hunterk
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// Author: hunterk
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@ -86,7 +90,10 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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void main()
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{
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{
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gl_Position = global.MVP * Position;
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vec4 flip_pos = Position;
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if (global.FLIP_HORZ > 0.5) flip_pos.x = 1.0 - flip_pos.x;
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if (global.FLIP_VERT > 0.5) flip_pos.y = 1.0 - flip_pos.y;
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gl_Position = global.MVP * flip_pos;
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vec2 shift = vec2(0.5);
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vec2 shift = vec2(0.5);
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vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift;
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vec2 overscan_coord = ((TexCoord - shift) / registers.ZOOM) * (1.0 - vec2(registers.overscan_percent_x / 100.0, registers.overscan_percent_y / 100.0)) + shift;
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vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS);
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vTexCoord = overscan_coord + vec2(registers.XPOS, registers.YPOS);
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